QUOTE (Fortinbras @ Sep 17 2012, 04:31 PM)

Yeah they do. "Honey, we were at the Mariners game all night long. I swear. See, I have the stubs."
It would be neat to have a session where the only thing the runners do is try to charm a client like on Mad Men. Or "Jen the Fredo" from The IT Crowd.
You don't do that?
We have entire sessions where we are staging events to help us with a contact. In one instance we kidnapped the child of a contact of ours so that we could "rescue" the child after the contact informed us of what had occurred. Got a nice bump in loyalty and the Yak's all the sudden found that Lone Star's VICE cops really didn't like them
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In our games there are two general ways to improve contacts. First, solely roleplaying it. Second, you can spend karma (the cost is the contacts current loyalty+connections) to create an opportunity to increase one or the other. This is a run (or runs in some cases) that the players do that they don't get karma for. The run(s) is difficult enough that it would give each runner karma equal to the contacts current loyalty+connections.
So let's say you have a 1/1 contact. You can spend 2 Karma to have a run come along that will allow you to increase his loyalty to 2. This could be as simple as running a package across the sprawl for him or providing him with a car/weapon/item that he wants/needs. Complete the run and he is now a 1/2 contact.
Let's say that you have a 5/6 contact. You can spend 11 Karma to have a run come along that will allow you to increase his connections to 6. This would almost certainly be a Z-Zone level run (minimum) and may be multiple Z-Zone level runs, some previous examples are planting deeply hidden watcher programs into various Ares systems so that our information broker contact has access.
Only one character (the one with the contact or only one if multiple people have the contact) needs to pay the initial karma price but no one gets karma on the run it's self.