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Siege
I was toying with the idea of package backgrounds -- a gang member picks this background and receives X benefits and Y penalties based on the character's affiliation with a particular gang.

How well would that work as an edge or flaw?

+1 Edge: Gang affiliation
The character is a known member of, or closely affiliated with, a particular street gang. This edge confers a -1 bonus when dealing with the character's gang chummers as well as dealing with gang-specific resources like fixers, street docs and so forth. [Just like organized crime (yaks, mafia, triads) have resources devoted exclusively to them, gangs will patronize certain resources moreso than others, particularly resources located within gang turf that wish to remain on good terms with the gang collective.]

Drawback: You receive a +1 penalty with rival gangs and their extended resources. Additionally, the character is likely to be hassled by rivals and will likely suffer a +1 penalty when dealing with LE agents that are aware of your affiliation.

Ideas? Needless mechanical complication?

-Siege
mfb
i'd seperate it into an edge and a flaw. edges aren't supposed to have drawbacks; if they did, you wouldn't have to pay for 'em.
Crusher Bob
Possibly split this into both an edge (the bonus) and a flaw (the penalty) to allow for affiliations/problems with more that just gangs?
Quix
The only problem I see with seperating them into an edge and a flaw is that I think if one applies then so should the other. If you're a known member why would you only get the benefits and not the drawbacks? And vice versa.
Personally I'd try to handle this with more roleplaying as opposed to bringing dice into play. But as GM there are times where I'd rather drop a bunch of dice and just tell the player what happens instead of trying to be creative.
Siege
I apologize for not being clearer.

I used gangs as an example, but this "affiliation" idea could apply to any organization.

Organized crime
Gangs
Corps
military branches

I wasn't sure how feasible the concept was, but the feedback sounds positive enough that I'll sit down and flesh out the particulars.

-Siege
BitBasher
Just buy it as a very expensive contact. For that matter if you have a contact in a gang, or a gang leader, then you have an affiliation with that gang. I dont see the need for a separate mechanic or edge/flaw.
Dashifen
QUOTE (BitBasher)
Just buy it as a very expensive contact. For that matter if you have a contact in a gang, or a gang leader, then you have an affiliation with that gang. I dont see the need for a separate mechanic or edge/flaw.

I tend to agree. Plus, it should be understood that who you know -- your contacts that is -- can influence how others will deal with you. There's always that nebulous concept of a street reputation. Well if Fixer A is known to be a crook and you have Fixer A as a level three contact, I'd say that people might throw a little guilt by association your way. I've done this sometimes in my games, mostly with more obvious associations that this example, but they were mentioned above.
Smiley
It's not a bad idea. I can see how that edge AND flaw would apply at the same time. If someone knows the Ancients (for example), they're going to be able to deal with then and their gang-specific contacts easier. However, another gang liiiiiike... the Spikes (for another example) isn't going to be thrilled about helping that same character out. The edge has an automatic flaw to balance it out.
blakkie
Pirate Family is a similar Edge/Flaw. The GM can charge whatever cost they want for it and play it accordingly. Remember though that unless the enimity of the flaw side means they actively seek you out, that the edge is likely to be more powerful. That is you can manage the flaw and maximize the edge by choosing who you interact with.
Smiley
The same is true with a lot of the canon flaws. If it ever got TOO unbalanced, i'm sure the gang would get a little sick of the character taking advantage of them. To maintain this edge, the character would still have to contribute to the welfare of the gang or risk being frozen out.
Rev
You could split it into:

Gang affilliation 1,2: you are tight with a particular gang -1 or -2 to social tests with members of that gang.

Gang association -1,-2: you are thought to be associated with a particular gang whether truely of falsely. +1 or +2 to social tests with rivals of that gang.
Smiley
One just kind of implies the other, though. Gangs fight.
Rev
Yea, kind of.

But maybe you are a secret friend of the gang. Or maybe you are a former friend such that many people think you are a friend, but the actual members don't.

Splitting it up allows all those possiblities in addition to being a known friend of the gang.
BitBasher
Or, not assigning it points and just roleplaying it, like the good ol days biggrin.gif
Siege
QUOTE (BitBasher)
Or, not assigning it points and just roleplaying it, like the good ol days biggrin.gif

Heh.

Roleplay...what a novel concept. grinbig.gif

Unfortunately the crew I'm doing this for are very...um...rules-specific and like to have as much concrete detail as possible.

-Siege
BitBasher
Concrete details: This is the chunk of concrete im going to beat you with as long as you keep forcing everything to be justified by mechanics biggrin.gif.
Siege
Dude, I'm right there with you.

The bickering and quibbling over rules in the last session were just...grotesque.

-Siege
Smiley
I had a similar complaint when i first got onto this site but i guess i just happened to peek at one of the more anal-retentive threads.
Shadow
The 'ole first ed ganger Archetype had the ability to call 3d6 gang members to come and help him out. You may want to look at that for reference.

I think it's a cool idea Siege.
Smiley
Damn, i'd forgotten about that... in this day and age (2060 or so) they'd be that much more valuable. Maybe i WILL go join the Spikes.
tisoz
The edge part resembles the home ground edge. in some ways. I'm with the roleplay it. When they make their test just add or subtract a modifier as applicable from the using social skills section.

But keep the concrete handy.smile.gif
Capt. Dave
QUOTE (Smiley)
Maybe i WILL go join the Spikes.

Heh...that'd be a little bit difficult for you. biggrin.gif
Siege
QUOTE (Capt. Dave)
QUOTE (Smiley @ Apr 9 2004, 04:47 PM)
Maybe i WILL go join the Spikes.

Heh...that'd be a little bit difficult for you. biggrin.gif

I'm sure they have a spike his head can occupy.

Surely a thumb tack, if nothing else...grinbig.gif

-Siege
Smiley
QUOTE (Capt. Dave)
QUOTE (Smiley @ Apr 9 2004, 04:47 PM)
Maybe i WILL go join the Spikes.

Heh...that'd be a little bit difficult for you. biggrin.gif

Nah, I'm sure they'd welcome an elf adept with open arms. They'll LOVE me.



on toast. lick.gif
BaronJ
Actually, I was under the impression that this was what the "Ettiquite: <insert specal group here>" skill was for. You're really good at interacting with these people.

As for the role-playing effects... that's what GMs are for. If the Iron Titans aren't terribly happy with the QLF this week, there'll be a rumble when the QLF comes to cash in on their newest haul of CalHots. If the HellKittens are angry at the Iron Titans, and one of them is dating part of the QLF, then the HellKittens might ride in for some fun.

It's up to the GM, in my book

BaronJ
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