QUOTE (hyphz @ Oct 2 2011, 10:39 PM)

Sure, but I'm assuming they notice the tail here. If they don't notice the tail there will be no play of any attempt to lose them and when they arrive at their destination the PCs will just be surprised by some random people they won't expecting. Which isn't really a great way for it to turn out because, for all the _players_ know, I just dropped those random people there out of nowhere. This is the trick about many of the challenges I'm thinking through: I want them to be fair and to be seen to be fair.
That's why you roll some dice behind your GM screen without showing them the results. And get each of their perception scores, and roll these things for them. You DO let them roll perception again only IF and WHEN the shit is about to hit the fan. Alternatively make a house-rule that they can spend edge to roll defense against a hidden sniper. I think this is a very necessary house-rule both ways, because that will easily save important NPCs, too, while mooks won't generally have that much edge, only use team edge, or generally won't be important enough to save that way.
So the total deal is this:
Roll their perception against being tailed for them. Then when they step out of the door while there is a sniper somewhere waiting for them, let them roll perception once, as a regular reactive spot check. If they make it, good, there'll be a firefight. And who cares if they now metagame that since you are asking, there must be someone lying in waiting? You might ask them for reactive spot checks a few times for minor details so they don't go about edging each one of them.
And if they don't spot the guy, you can drop one of them into overflow, and leave the others scrambling to save their buddy and their hides. This is the beauty of snipers: You can realistically expect a sniper to NOT finish off his target, because he might be baiting for the rescue effort. Which of course is nothing except a new chance to spot him, or to use some fancy tactic to best him in another way. (For instance obscuring vision, etc.)
QUOTE
Oh, sure, they won't automatically lose the tail just by saying that. But the point is that the moment the players have said "we won't go anywhere important while the tail is on", essentially that means that game time is going to stop at this car journey until they do lose the tail. There's no way the tail will win the conflict and find out where the PCs are going because the PCs will always insist they aren't going anywhere while the tail is there. If the tail sticks to them like glue and doesn't escalate they will just insist they are driving around for as long as it takes for their rolls to turn out lucky.
Uh, TIME? Do they always have unlimited amounts of that? Force them to set meeting times, etc. in advance, and also mandate this for NPC meets, so they don't get the chance to run around indefinitely.
QUOTE
I am a bit nervous about improv-ing in general, it's true, but I am more nervous of it when I have to at the same time try to come up with interesting challenges in a complicated rules system where even a slight slip of the tongue could create an auto-win or a no-win for the players.
Rightly so, BUT, what I suggest is this: Take the Chummer program and find out a few realistic DPs for opponents in various areas, going by what you want your average opponent to be like.
Shooting
Dodging
Full-dodging
Spellcasting + Spell defence
Matrix stuff
Drone attack DPs, Drone sensor DPs and stealth DP
Stealth in general (using the available aids, and noting down which are cheap to achieve, and which expensive)
And once you have an idea about these DP sizes they suddenly get very easy to adjust up and down on the fly, for opponents you can quickly create.
Then, make an empty "NPC-sheet", which is just a very minimalist affair, with open boxes for stats and stuff, but put down the formulas for derived stats so you can get them quickly. Then whenever you need an NPC, just quickly fill out the thing. If you are playing with laptops make it an excel sheet that will auto-calculate for you.
QUOTE (hyphz @ Oct 2 2011, 11:19 PM)

Well, the thing about multiple tails and the drone are good ideas but again, from my point of view I'd avoid them because they don't really add anything. Take the invisible drone example. What will happen from the players' point of view is that they will make a lot of effort to lose the visible tail, get to where they're going, and then suffer the consequences of having been followed anyway. They'll probably be left with the impression that their being followed was predetermined from the beginning and the whole business of losing the tail was a waste of time. If I say, "Well, there was actually an invisible drone following you!", well, who's to say that if the mage had checked the astral the same thing wouldn't have happened except I'd be saying "well, there was actually a tracking device on your car all along!". That's the thing - I want the challenges to be fair and to be seen to be fair.
See above with hidden rolling their perception. You can even be extra generous and let them do a teamwork perception test.
QUOTE
But as for "why wouldn't the tail escalate" - well, I've had to have cases where I couldn't go further with that. The usual reason is "because they want to know where they are going, not to catch them" given that actually catching them would most likely result in them all dying in front of a smoking assault rifle.
See above. If the PCs spot that they are being tailed, then really make them work to lose the tail, and make it so that that iterative probability doesn't work for them. (i.e. you need more than one tail).
Then let them figure out what to do when they are constantly being followed by high-flying drones (flying over 550 meters high

) and some guys on the ground. At some point they will NEED to do stuff, and so either have to lose, or confront, their tails.
QUOTE (hyphz @ Oct 2 2011, 11:37 PM)

Sure, but if I want to surprise the players, I can just have anyone randomly ambush them any time I like.
Unfair? Yes. But having the players tailed and then ambushed will appear just the same if they didn't notice the tail.
As I said, there is nothing inherently wrong with sniping them, or even dropping one of them. There is in fact nothing better to put their world-view back into perspective. you don't need to give the sniper an assault cannon, or a huge DP, because without defense, they will definitely hit and do damage.
So lets say you hit one of the guys with a 10-15P attack or so, out of the blue. For example, roll a minimal pool of 12 dice and use a Sport rifle with ExEx ammo from outside assault-rifle range. That probably won't kill him, but he'll be scrambling for survival.
QUOTE (hyphz @ Oct 3 2011, 06:41 PM)

I don't want to bring group social things onto this forum too much but I'll mention some clarifications here. If NumptyScrub wants to run a game, that's fine with me. The reasons I proposed for dropping Shadowrun as a game system weren't to do with the party power issue though (and I don't know about "throwing my toys out of the pram"); I don't mind struggling through that if people like the system. The reasons were
a) the limited ability for characters to advance in their own niche (since most likely, they are at the cap right out of chargen);
b) the overdominance of magic;
c) the lethality of combat leading to the "who acts first is the only one who acts" overemphasis on Initiative.
a) is a problem with min-maxing
b) yes, you DO need to really work through the rules to find out how to inconvenience a runner mage. I have this problem in my group.
c) there are a lot of ways to reduce lethality, and also reduce the importance of initiative:
- make it so that killing one of the opponents won't be that much a victory
- give opponents lots more armour, or let them full-dodge with decend dodge boosting cyber
- the guy who acts first without proper intel might find himself in the position that the slower guys are getting the drop on him, because his fast action has revealed his position. For instance: Zod drops a guy out of the blue, you let him roll init, and give him a surprise round. Then next round (the real 1st round) he drops another guy, because he goes first. And THEN 4-5 guys come out of hiding and shoot back. Nail him with some wide bursts to force him into full-dodge, or even put the hurt on him.
QUOTE
That's why I'm really shy of using ambushes - combine that initiative rule with the rule that unaware attacks get NO defense, not even Reaction, and an ambush too easily becomes a bolt from the blue. The magic issue is also to some extent part of why you don't suddenly get ambushed - with the average thug having only average Willpower, an invisible Zod and Dawg will take out such a team with shots and Powerballs with basically no chance of being hit back. Yea, the Yaks don't like it when you mess with them, but when you mess with them by siccing a Force 10 Spirit of Man on them they're more likely to be crapping themselves and searching for bigger guns!

Seriously, summoning that F10 is a luck thing, and it can just as well be a suicide tactic. Your players should now know that it's NOT something you should be doing on a regular basis.
QUOTE (hyphz @ Oct 4 2011, 12:52 AM)

Sure, but in D&D for example you don't have to worry so much about the details because they're less critical. A wall is pretty much a wall; people don't go through shooting arrows through them and there aren't that many spells that can tear one down (in 4e there aren't any). In SR you have to worry about its effect on multiple planes and how that'll effect things back and forth through the battle, bearing in mind that leaving shielding off a wall could easily result in someone hacking a drone from the other side of the wall or sending a spirit through and trivialising the encounter.
The world of SR is a lot more complicated than a low-level D&D3.5 world, or probably any D&D4 (not that such a game actually exists

) world, but at high levels, D&D can be just as bad, if not worse. When high-level magic is involved, the D&D world completely falls apart.
QUOTE
Also, in D&D if you make a big tactical slip on monster disposition then the PCs might get an advantage in the first round but that's just a few stripped hit points. In SR, the first hit an NPC takes is usually their last, so that can end the entire encounter too.
You are obviously spoiled by this game that doesn't really exist, or shouldn't be carrying that name. In 3.5, rocket tag is WORSE!! Winning initiative there probably doesn't just spell death for one hapless monster, it might mean the opposition never even gets to act, even if you can't kill all of them in one turn. And THEN all that same opposition might come back as you as the team-wizard's or necromancer's bitch. And then... it all goes downhill from there

.
Seriously, complexity of the game world increases exponentially with each added option in the game itself. It's not just an SR thing. The trouble is that while many things are left to be ad-libbed, a lot of others have to be done by the book, most likely some obscure teeny paragraph hidden away in a splat.
In SR, the GM has to learn the following areas well enough to improvise with good rules knowledge:
combat (+vehicle combat if your PCs are so inclined, which is an entirely new ruleset to learn

...)
matrix
magic
gadget security
The other aspects are simpler:
NPCs
human security
world/background plot
corp stuff
What you need to watch out for is impossible plot pieces which would never work in the world because a simple gadget/item/spell/etc destroys them. However, if you DO make a mistake like that, then just admit to the fact that you've created a plot-hole, and go on from there. If said item hasn't been brought into the game yet at another occasion, just kill it from the rules, on the fly, if necessary. I'm generally not a friend of things like this, but when a single thing ruins days of preparation, then I'll weather the storms of player indignation

.
And finally:
Whenever you don't know how to deal with a certain subject, tell your players: I don't know the rules for this. If any of you can give me a rules quote within 2 minutes or so I'll look at it, but if you can't, I'll wing it, and we'll go on from there. No revision will be happening after the fact, but I'll welcome any pointers any time after the game, and I'll be sure to do it correctly next time.