So, session nine. I'm going to be a bit briefer here because honestly, I think it's just pretty much looking like Shadowrun isn't the game for me or this group. I'm quite sad about that, because I really like the setting and the ideas it has, but it feels like a horrible uphill struggle.
Part of the problem was that I got hugely stressed trying to prepare for this session. Since my previous attempt at challenging the PCs didn't go far enough, I decide to throw caution to the wind and just put whatever the hell I think will be a threat to them in, without regard for the "But would someone like that really be slumming it on the street?" issue that put me off on a lot of occasions before.
But then I had the problem of trying to make sure that the PCs actually found it, as having someone simply kicking in their apartment door seems a bit over the top, and nobody in their right mind is going to be sending them on a run at this point. So I try to think of a couple of threads that could get them into trouble. Because of Kaz's death, the assassination of the Yakuza accountants won't be happening, which means Grey-Wolf's compromise will go ahead and the Yaks will end up dealing Tempo in Seattle. However, Chikao and the Yakuza at the same time are decidedly mad at Grey-Wolf - because the Yaks, at Grey-Wolfs prompting, sent their assassins to ambush Kaz only to have the runners walk in on them and slaughter them with an oversummoned spirit. Chikao is still distinctly afraid that Grey-Wolf did the whole thing as a setup, and so both the Komun'Go and the Yakuza will be out for the runners' blood.
So one possibility was that Chikao, or one of his men, would call them posing as a Johnson and send them on the Flipside mission from part 2 of the book. The difference being that, in addition, he'd tip off Lone Star that something was going down at that bar and to send undercover. So hopefully the Flipside dealer gets killed, and the runners get hauled away for the murder which gets them out of the hair of the Yaks and the Komun'Go. I feel unsure about this, though - seems a bit odd that the Yakuza would really try to get Lone Star involved, and also it doesn't seem like it would play well as the PCs would probably surrender to the cops. A better bet would be to have some Yaks and Stand Over Men hanging around the bar ready to finish off the PCs after they've hit the Flipside dealer - but if they're going to do that why bother with the whole Flipside business to begin with? I just figure I can try to fudge that somehow.
Another possibility was that we still had an open thread of Dae not turning up at Caesar's party, although I figured news of her death would have reached Jacob, and possibly the mafia, by now. But that just meant trying to run yet another large group that I have even less information about which is already problematic. Also, an off-the-wall possibility was that I read, on one of the fora here, a mention that the shedim encounter in Ghost Cartels was "too hard" and therefore figured facing shedim would be a good challenge. So I thought that, perhaps, Dae would end up possessed - bad things happen when you dump bodies in Z-Zones, after all, and Dae's position would give them plenty of opportunity to stir up gang troubles and generally cause a lot of war and death and other things shedim like. (Honestly I was starting to wonder if ghouls and/or shedim would just follow the Death Truck around looking for their next fix, but I passed on that one..)
Oh, incidentally, another big hassle. Based on the stats in Ghost Cartels, Shedim aren't Immune to Normal Weapons. In order to find out that in fact they are, I had to cross-reference shedim into Street Magic, then refer to the Possession power, then refer to a sidebar with extra details on how possession works. So it was in a different, and optional, book buried in a description of one sub-power of the shedim, just to save them printing four extra words on the character sheet in GC. This is another thing that stresses me out about this game. There are way too many little gotchas in the rules of this kind. What becomes really frustrating though is that it's a jekyll-and-hyde thing - there's plenty of complicated rules for resolution but because of the huge degree of freedom the player characters have, you end up having to eyeball critical stats which basically makes all those rules meaningless when they quickly come down to "roll 10 dice and see how it turns out".
Still - Chikao acting as a Johnson was the only immediate handle I had on a mission for the runners, and the shedim thing might come up later - but it was hardly going to make its first priority to go and fight the runners who killed its host before, so that wouldn't grab the PCs. As it turned out, though, I didn't need it. This is another big stressor. Ideally the runners will take their own actions and drive the plot forward - that's great if that happens - but I also have to have missions and things ready for them, because it can't be guaranteed that the whole table won't just go quiet and the game stall at some point. So I have to prepare multiple, complex encounters many of which will not be used because they are "just in case".
So.. the session began with the runners looting the guns from the Yakuza assassins they killed at the end of the previous session. Caine's player had redone his character - as he mentioned on this forum - and while Zod's player hasn't posted here (I don't think), he also read the thread and had modified his character too to have more reasonable stats (ie, no more Str 1). The runners searched around to find the Yakuza men's cars, and Haxor hacked into them to try and disable their anti-theft systems in the hope they could sell the cars on to a chop shop somewhere. The runners then decided to go looking for Grey-Wolf, wanting revenge for the apparent set-up.
After a bit of discussion about whether we had eventually decided that they could track his location through his commcode, I eventually allow them to track him to a 50m radius as stated for the Track User action, which gets them that he is somewhere near the docks. In fact, I decide he's in a meeting with Chikao Inoue and Sacristan to smooth things over about the Yakuza set-up and to formally hand over the tempo operation. This'll help the runners get back on track and also make sure things aren't too easy: the meeting is taking place in the KondOrchid extraterritorial warehouse where the incoming tempo was being kept and everybody is on high alert. They've brought drones, mages with summoned spirits, a spider, the works. And here's where the real whole thing about the "jekyll-and-hyde" rule complexity comes in: technically I have to adlib all of this, but I basically just rule that most of the stats for high-end things are around 5, and just resort to rolling 10d whenever I'm not sure. Now, I normally like crunchy rules systems but having it collapse like that takes a lot of the fun out of it for me.
So, Zod decides to rent a hotel room next to the docks from which he can have a window view of the docks, although all he can see is the two guards on the locked front gate and four cars parked inside the compound. Haxor decides to try hacking the security system of the docks to see if he can see anything on the security cameras. He manages to do this but finds no-one on the security cameras in the cabin offices by the docks; I suggest that the warehouse may have its own node, which he then goes after. He goes in for an admin account on the node, but on his second pass trips the node alert and gets the attention of the spider. The spider first tries to track him, but can't complete this before he completes the hack, so the spider runs Attack on him but misses. Haxor hits the spider with Black Hammer for a few boxes of stun, and the spider figures that the gloves are off and spends Edge to hit Haxor back with Black Hammer dealing 8 or so boxes of Stun. Haxor hits back again, not quite stunning the spider, and the spider decides to start a reboot on the node. Haxor hits him one more time, knocking him out and slightly damaging his brain, and then wants to halt the reboot - since he has an admin account it seems he should be able to do this, so I allow it.
He then proceeds to look through the security camera and sees Chikao and Grey-Wolf talking to each other in the middle of the room, surrounded by their own entourages of bodyguards and with drones roaming above. He also tries to access the shipping records for the warehouse, and finds out about large amounts of material moving in and out, although the goods have been given coded descriptions so it's not immediately clear what the items in question are. The team then decide that, since there do not appear to be any innocent people in the warehouse, Haxor will hack the four cars outside and program each one with an Agent that will cause it to crash or drive into the sea on command. He heads off to begin doing this, but at that point his camera feed picks up one of the guards pulling the unconscious spider's body out of the warehouse's observation office and..
.. and I suddenly realize we have a sodding siege. Thee is no way the runners are going into the warehouse, but there is no way the people inside will come out while they know they're under threat. They certainly won't trust their GridGuides after knowing a hacker is on the loose. The runners basically just say "well, we'll sit and wait for them to come out". Apparently we are deadlocked.
But the guys inside aren't just passive, right? One of the mages inside the warehouse casts Detect Enemies. Now, Haxor is working from a Rigger Cocoon in the truck a few blocks away - but the Detect Enemies does catch Zod, who blows his Willpower resistance and shows up in the hotel room. A moment later, he's engulfed by a fire spirit send by the mage (I used the FBI mage's stats). He survives the first round of fire damage, then shoots the spirit and destroys it; at 5 force even 10 armor isn't likely to deal with an assault rifle shot. Again I wasn't sure about if this was legal or not - the rules state that somebody engulfed can't "move", and in most tactical RPGs I know, "move" is a formal term which means moving between squares or over distance, not referring to the arm motions necessary to fire a gun.
So, yes, we left it there (in part because Caine's player wanted to leave). But it's just getting to me at this point. I just don't think I can handle the thing where the player have huge amounts of freedom but at the same time the system is so complicated and depends on the precise geographic properties of all the areas people are in. I'm a bit sad about it, since I like crunchy rules and I like the idea of the players having freedom, but trying to run it is just making my head explode. And challenging the players, ok, I can prepare situations, but unless I do suddenly rule that somebody's found out where they are and ambushes them, then the runners will just sidestep going to the challenging situation. And combine that with the fact that if they _are_ ambushed, the "no defence possible" rule means it'll likely be a washout rather than a challenge.. I just don't know where I can do it, and I don't know to what extent I can carry on handling running a game that's giving me so much pre-game stress trying to work out what the heck I can do.
So. Yea. I haven't decided absolutely to drop Shadowrun yet but it's getting to be a strong possibility because of all these issues and confusion. Is there any way to give the runners challenges they won't just avoid, without having them ambushed unfairly? Is there any way to prevent extensive eyeballing collapsing the rules? Is there a good way of putting some character advancement back into the game?