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AccessControl
So I've been thinking about my little band of runners, and I've come to the realization that the fact that my players, or at least some of them, seem to hate going on runs where they don't have every single little bit of info possible. I'm talking floorplans, guard schedules, door codes/access keys, pictures of potential targets, butchers, bakers, and candlestick makers. They'll spend an hour having the decker go diving to try and find as much of this stuff as possible.

How do you guys gracefully say "You don't find that info" without making it seem like a cop-out? Some stuff, I can see that being a valid answer for (pictures of a shadowy behind-the-scenes syndicate players, for example), but stuff like building floorplans they've reasonably argued should be public record, and having the decker do a netdive every session to try and get to the target building/complex's node to get stuff like guard schedules and whatnot is getting a little tiring. Then again, since we're playing SR5, I may be doing that wrong, since I also haven't really been able to determine if the 100m "visible" radius in the Matrix is the absolute limit of where a decker can go (which would mean that if they wanted to get into the building's public node, like a museum's public info section for example, they'd have to be standing right in front of it, which does seem a bit silly).

Thoughts?
BishopMcQ
Some of it may be public record, but you can also have changes that were made off the books, or construction that doesn't match public records. Also, anything with extraterritoriality doesn't get building permits filed with the local officials.

Floorplans of the museum, sure that's available as a tourist brochure. The actual plans with wiring and HVAC are all hard copy, files were lost in the Crash and it has never been a priority to spend time rescanning in the original blue prints. Anyone who wants them can go file a request with the appropriate offices and get a copy in a few weeks, with their SIN recorded etc.

Guard schedules, etc, are stored on the company's internal network. So, jump from the LTG to Renraku's private network and start hacking... or you know, try doing the old fashioned way by counting haircuts in and out of the building if you have time.

The information is all out there, but pushing the decker into the pool isn't necessarily the best way to get it every time. Sometimes, it can be the face or the B/E specialist who lifts a keycard off a wageslave as they kick back a pint on their way home. Push your team to explore all of their options and open the rest of the toolbox.
AccessControl
Hmmm...I'll have to see if I can't find a way to guide them towards such "alternate" solutions. Problem is, our little team is just that. Little. We've got the one decker (who may or may not be moving out of state sometime soon, so he may be moot anyway), one mage who'd rather Toxic Wave someone's face off than talk to them, and one pseudo-sammy/infiltration guy. No real face, but I did have them rescue a teenage technomancer NPC a few runs ago who I've sort-of written up as learning how to be a face as a backup.

Sponge
QUOTE (AccessControl @ Jan 28 2014, 11:35 AM) *
So I've been thinking about my little band of runners, and I've come to the realization that the fact that my players, or at least some of them, seem to hate going on runs where they don't have every single little bit of info possible. I'm talking floorplans, guard schedules, door codes/access keys, pictures of potential targets, butchers, bakers, and candlestick makers. They'll spend an hour having the decker go diving to try and find as much of this stuff as possible.

How do you guys gracefully say "You don't find that info" without making it seem like a cop-out? Some stuff, I can see that being a valid answer for (pictures of a shadowy behind-the-scenes syndicate players, for example), but stuff like building floorplans they've reasonably argued should be public record, and having the decker do a netdive every session to try and get to the target building/complex's node to get stuff like guard schedules and whatnot is getting a little tiring. Then again, since we're playing SR5, I may be doing that wrong, since I also haven't really been able to determine if the 100m "visible" radius in the Matrix is the absolute limit of where a decker can go (which would mean that if they wanted to get into the building's public node, like a museum's public info section for example, they'd have to be standing right in front of it, which does seem a bit silly).

Thoughts?


My initial thought is, if the players enjoy doing that kind of stuff, why shut them down?

I can understand your frustration, though. You want the players to get to the stuff you planned and all that other stuff is kind of getting in the way and bogging down the game smile.gif But I think if your players get a kick out of it, then roll with it - make that legwork interesting.

One way is to make it clear to the players that ferreting out this information is not a freebie - someone may notice, and that can have consequences. For example, any site that is really serious about physical security will either have "public" information like building plans either locked down by agreement with the authorities, monitored for anyone accessing it, out of date, and/or have important security details missing.

Sometimes the information they want simply isn't available via the Matrix, and they have to go talk to someone - that someone might ask them for a favour in return for the info, or they might have conflicting interests and tell someone else what information the players are looking for.

The idea though is not to hold a stick over the players to completely discourage them from doing that stuff (although hopefully they should start to think about whether the benefits outweigh the potential risks), but rather to challenge them while they do the things they like to do.

As for the 100m thing, no, you're not limited to 100m in the Matrix - that's just the range at which (public) Device/Persona Icons are obvious without having to make a Matrix Perception test. (Public) Hosts are always obvious, no matter the range.
Wolfgar
I can't answer your SR5 matrix question (haven't played it yet) but your main problem is one I'm familiar with. Planning the run is one of the hallmarks of the mirror-shade style of this game, and my gaming group would easily spend half to two-thirds the session planning out a heist. The simple fact is, a good crew (or a good bunch of players) will use as much time as they can to insure their own success and survival, as they should. Your job is to take that in to account and keep the story moving.

One way to cut down on their planning/research is to simply give them an immediate type of mission. Have them called in to meet Mr. Johnson and told to bring their gear with them. If their smart they'll charge extra, but at least they won't have time to plan for the run. Next thing you know they're in the action.

As for finding floor plans online, unless the building is a public/government office or monument, I doubt the floor plans are online. Megacorps don't have to publish squat on the record, and most private offices would be designed by private building firms. Now, in someway your players are correct, the plans may be online, but that doesn't mean they aren't behind a firewall on a node they don't have access to.
forgarn
I agree with some of the other posts. There should be no reason to stop them from trying to get everything. However, as others have pointed out, they may not be publicly available, and that which is has no guarantee of being correct. You may have the guards' schedule, but what happens if you are expecting Guard A to be at location A but he is sick today and is replaced by Guard G? Or maybe Executive C had a secret safe put into his office that is not on the official floor plans (or even maybe a secret room). Or maybe Joe Wageslave Q got "fired" and the security codes have been changed.

There are a lot of things that could go wrong even if you do have "every little possible speck" of data to plan with. If the team cannot deal with changes on the fly, they will be in a world of hurt!
toturi
QUOTE (AccessControl @ Jan 29 2014, 12:35 AM) *
So I've been thinking about my little band of runners, and I've come to the realization that the fact that my players, or at least some of them, seem to hate going on runs where they don't have every single little bit of info possible. I'm talking floorplans, guard schedules, door codes/access keys, pictures of potential targets, butchers, bakers, and candlestick makers. They'll spend an hour having the decker go diving to try and find as much of this stuff as possible.

How do you guys gracefully say "You don't find that info" without making it seem like a cop-out? Some stuff, I can see that being a valid answer for (pictures of a shadowy behind-the-scenes syndicate players, for example), but stuff like building floorplans they've reasonably argued should be public record, and having the decker do a netdive every session to try and get to the target building/complex's node to get stuff like guard schedules and whatnot is getting a little tiring. Then again, since we're playing SR5, I may be doing that wrong, since I also haven't really been able to determine if the 100m "visible" radius in the Matrix is the absolute limit of where a decker can go (which would mean that if they wanted to get into the building's public node, like a museum's public info section for example, they'd have to be standing right in front of it, which does seem a bit silly).

Thoughts?

I find that it a little silly to flat out deny my players the ability to find the info that they want. I usually look through their skill sets and ask them to roll any related planning-type skills and tell them that their characters think that a certain course of action is well/ill-advised. Or that a particular piece of info will take time. Perhaps time that they don't have. Or that running a well-secured node may well give away that they are planning to hit the company, if they trip the alarms/get a high security tally/etc.

Oh, you haven't touched on the one-mostly-GM fiat info item which the players can try - Divination.
Smash
This is learned behaviour. Players learn it in 2 ways:

1) The GM punishes them for missing that one critical piece of information AND miraculously that one piece of information is ALWAYS the most critical piece.
2) The marrative tends to push missions into fail territory because it feels more interesting. You get hired to bodyguard some fence during a meet with a buyer, 90% of the time something will go down.

If you don't make these 2 things constants in your games then players will spend less time micro-managing mission prep.
Critias
Players want that level of info because they think they'll need it to survive. You can smooth over that sort of desperation for detail, but it can require a certain amount of narrative handwavium, and each game table has a different tolerance level for that sort of thing.

If folks really dig the nitty-gritty details and gear lists and counting bullets and RFID tags and want to know meter-by-meter measurements of rooms and stuff, planning out to-the-second assaults and knowing all those details OOC? It can make for a lot of extra work for the GM, but if everyone's on board and that's what they want, well, that's what they want. Some folks like Rainbow Six (early R6, at least) levels of split-second, life-or-death, detail-oriented gameplay. Folks want to know everything, so they can plan and plot it out in meticulous detail. Sometimes players get this way because they've been burned by GMs in the past who required this level of stuff, sometimes they get this way because it's a holdover from mapping out dungeons on graph paper, sometimes they get this way because they're engineers or programmers (or other detail-oriented jobs) in real life, sometimes they get this way because they just like knowing stuff, and planning things out.

Some folks prefer, I dunno, the more cinematic gameplay of recent Call of Duty games, with scripted terrain destruction, scripted spots for enemy unlimited spawning, take-cover-and-you'll-heal mechanics, and that sort of thing. Folks might like their tabletop RPG sessions more in line with that, where it's not the details that matter, it's the rolling of thunderous handfulls of dice and the telling of awesome stories. Here, a GM might just say "Yeah, you get the floorplan. What sort of details are you after, and why? Huh? Oh, yeah, sure. I guess there's air vents you can fit into, why not?" Some players are this way because they're burnt-out and feel like the other end is "working" instead of playing, some are this way because they're new to gaming and just want to focus on the action, some are this way because they're used to cons where there isn't time for that much detail...lots of reasons.

Neither way's right or wrong, but the players and the GM should be on the same page, I think.

In a way, I think it's sort of the "black trenchcoat" versus "pink mohawk" divide, but even more starkly OOC in origin.
DMiller
QUOTE (Critias @ Jan 29 2014, 01:10 PM) *
Players want that level of info because they think they'll need it to survive. You can smooth over that sort of desperation for detail, but it can require a certain amount of narrative handwavium, and each game table has a different tolerance level for that sort of thing.

If folks really dig the nitty-gritty details and gear lists and counting bullets and RFID tags and want to know meter-by-meter measurements of rooms and stuff, planning out to-the-second assaults and knowing all those details OOC? It can make for a lot of extra work for the GM, but if everyone's on board and that's what they want, well, that's what they want. Some folks like Rainbow Six (early R6, at least) levels of split-second, life-or-death, detail-oriented gameplay. Folks want to know everything, so they can plan and plot it out in meticulous detail. Sometimes players get this way because they've been burned by GMs in the past who required this level of stuff, sometimes they get this way because it's a holdover from mapping out dungeons on graph paper, sometimes they get this way because they're engineers or programmers (or other detail-oriented jobs) in real life, sometimes they get this way because they just like knowing stuff, and planning things out.

Some folks prefer, I dunno, the more cinematic gameplay of recent Call of Duty games, with scripted terrain destruction, scripted spots for enemy unlimited spawning, take-cover-and-you'll-heal mechanics, and that sort of thing. Folks might like their tabletop RPG sessions more in line with that, where it's not the details that matter, it's the rolling of thunderous handfulls of dice and the telling of awesome stories. Here, a GM might just say "Yeah, you get the floorplan. What sort of details are you after, and why? Huh? Oh, yeah, sure. I guess there's air vents you can fit into, why not?" Some players are this way because they're burnt-out and feel like the other end is "working" instead of playing, some are this way because they're new to gaming and just want to focus on the action, some are this way because they're used to cons where there isn't time for that much detail...lots of reasons.

Neither way's right or wrong, but the players and the GM should be on the same page, I think.

In a way, I think it's sort of the "black trenchcoat" versus "pink mohawk" divide, but even more starkly OOC in origin.

Wow, very well said. Our group tends to be more on the "gather all info" side of things. I do think it is because both the GM and one player a steeply from the "map dungeons on graph paper" group. I don't mind though. smile.gif
ProfGast
A couple of "unavailable" methods have been covered so far like having hardcopies only, data lost to crash or incorrectly/poorly updated blueprints but here's another idea: complications arising from overly enthusiastic stakeouts/prepwork.

I'm not saying punish your players for trying to be prepared, but breaking into nodes or staking out a spot too much prior to a heist or run is liable to draw more attention. "Hey the node was broken into 3 days before..." or "There was that black Roadmaster parked out front 4 days last week." They might get the info they need, but they may also kick the location into higher alert.

This is especially true given SR5's Big Brother-esque approach to the Matrix where sufficient illegal accesses in a given zone may trigger slient alerts that cause them to ramp up security or bring in extra overwatch for that week.
ShadowDragon8685
QUOTE (Wolfgar @ Jan 28 2014, 12:37 PM) *
One way to cut down on their planning/research is to simply give them an immediate type of mission. Have them called in to meet Mr. Johnson and told to bring their gear with them. If their smart they'll charge extra, but at least they won't have time to plan for the run. Next thing you know they're in the action.


This can backfire spectacularly on the GM. Some players/groups will think about an offer like that for approximately twenty seconds and turn down the Johnson flat, no matter how much nuyen.gif he's offering. They feel that no reasonable reward can be worth walking blind into a clusterfuck, and if the Johnson is offering an unreasonable reward, it's a trap, set-up, he doesn't intend to pay them, or a suicide mission, and either way they won't get to spend the money.


Instead, I'd say either roll with it most of the time, and to mix it up, have the job be somewhere regular legwork won't work. I don't know SR5, because screw SR5, but Redmond Barrens are Redmond Barrens no matter which edition you're playing in. You're not going to be getting much in the way of useful floor plans for the Barrens off the 'trix, guard schedules are likely to be ad-hoc and based primarily around who's not on drugs tonight, door codes and access keys are likely to be nonexistant unless you run into a corp black site, getting pictures of someone who lives in a Barrens bunker or a renovated Toxic Castle won't be easy at all, the only guys called "Butchers" are the ones you want to stay way the hell away from and/or collect reward money on, and there ain't no bakers or candlestick makers.

Not every run involves stealing things from megacorps, either. You could do what I did and have some more-or-less benign group of collective-living farmers like those out in the Plastic Jungles contact your group. Put a different spin on it by having the group be hired for security rather than to breach it, or (since they seem to like knowing everything about security design,) to design and implement a security system for these Barrens-dwellers.
Blade
A great way to handle this is to use a a posteriori system.
Instead of having your decker say "I'm looking for the blueprints", "I'm looking for the guard schedules", etc. You have him say "I gather information about the building.", roll his dice, and write down the number of hits. The other characters can do the same "I spend some time with the guards at the local bar", roll charisma+etiquette, write down the number of hits.

The number of hits go into a (or multiple, if you want to keep some details) "planning pool". Then when on the run, they can spend points from this planning pool to avoid trouble. For example:

"The backdoor is locked."
"When I did the rounds, I've noticed that the guy from the delivery company keeps the door unlocked when he's here."
"Ok, you spend 1 planning point and you're in. But you can hear a guard coming down the hallway."
"It's Barry, I've befriended him at the local bar. He shouldn't give us too much trouble..."
"Ok, spend 2 planning points."

Or, if you want to keep the control over the use of planning point:
"The backdoor is locked."
"How much planning point would it take to get it open?"
"One, you've noticed that the guy from the delivery company keeps the door unlocked when he's here."
"Ok, I spend it."
sk8bcn
Even if it's a good idea, I wouldn't love that much as a player. Part of my fun is to be rewarded for the qualities of my ideas, not a simple roll.
attilatheyeon
Is there still a data search skill in sr5? If so, make some of this a simple data search so you all can keep moving in the story.
MADness
It sounds like the other two team members dump all the extra footwork on the decker. Instead of curtailing the legwork, over reward the guy doing all of it. If they spend half the session "planning" and that work is why the run succeeded, then the decker should get the most Karma, and possibly extra bonuses (black book bank accounts, r&d documents, the hot secretary's contact info). At the very least that should encourage the ohter two to do something. Also, as has been said, not everything is available to the public.
sk8bcn
QUOTE (MADness @ Jan 29 2014, 02:45 PM) *
It sounds like the other two team members dump all the extra footwork on the decker. Instead of curtailing the legwork, over reward the guy doing all of it. If they spend half the session "planning" and that work is why the run succeeded, then the decker should get the most Karma, and possibly extra bonuses (black book bank accounts, r&d documents, the hot secretary's contact info). At the very least that should encourage the ohter two to do something. Also, as has been said, not everything is available to the public.


Nope. Id on't agree. The one having the ideas should be rewarded at least as much as the one making the rolls (IMO)
Warlordtheft
I like the planning, but yes this is shadowrun. Typically the groups I've run plan for everything but the one thing they don't know (or get wrong) usually is the thing that screws them up. I play a sandbox style game where the PC's are free to do as they please (though if they don't take the run I'll pocket it for later with a few tweaks). As to the information gathering I usually start of with PC knowledge skills. Not because they give them something specific (unless they roll really well), but because it gives them and idea of where to start.

Regarding data searches, the first thing you have to keep in mind is what information is publicly available, and how much useless information there is, and if the source got it wrong. First priority for a GM is to determine this. Also, I'd strongly encourage the -1 per extra roll on threshold test, and if they glitch give them the wrong information (this might be a good reason to keep those rolls secret from players).

Contacts: Again keep in mind that the contact may not have the information (or might be wrong) or might be on the payroll of the organization the PC is running against.

Let the players plan to their hearts content if that is what they enjoy, and if the group seems stuck on something a good knowledge roll on the PC's part might give them an idea. I.E. The PC doesn't know for sure of course but can recall that standard procedures for BAD WOLF security is to run patrols in 10 minute intervals, and have constant drone or camera coverage of sensitive areas.

nezumi
Yeah, I also have runners who will basically do their own, totally unrelated run to get a tiny bit of unnecessary data in support of the original run. Unfortunately, most of the in-game changes push them to do MORE research or over-preparing.

Out of game, there are a few changes you can try. RL time limit on planning is a big one. Or just saying "hey look, this is all of the data you're going to get in this time frame, so move on."

One thing I've heard about, but haven't tried yet, is a mechanic similar to the Leverage RPG. During the run, you can spend a point and say "hey, remember when?" to define what you've already done. An easy mechanic for this might be letting your decker roll up "research points" based on the time and success at researching. THe party can then spend research points to find (or decide) the answer to certain basic questions.
Sponge
QUOTE (Blade @ Jan 29 2014, 03:02 AM) *
A great way to handle this is to use a a posteriori system.



I like the player agency aspect of this, but on the other hand it seems like it could reduce legwork to farming points without much context or role-playing.
CloisterCobra
QUOTE (AccessControl @ Jan 29 2014, 05:35 AM) *
So I've been thinking about my little band of runners, and I've come to the realization that the fact that my players, or at least some of them, seem to hate going on runs where they don't have every single little bit of info possible. I'm talking floorplans, guard schedules, door codes/access keys, pictures of potential targets, butchers, bakers, and candlestick makers. They'll spend an hour having the decker go diving to try and find as much of this stuff as possible.

How do you guys gracefully say "You don't find that info" without making it seem like a cop-out? Some stuff, I can see that being a valid answer for (pictures of a shadowy behind-the-scenes syndicate players, for example), but stuff like building floorplans they've reasonably argued should be public record, and having the decker do a netdive every session to try and get to the target building/complex's node to get stuff like guard schedules and whatnot is getting a little tiring. Then again, since we're playing SR5, I may be doing that wrong, since I also haven't really been able to determine if the 100m "visible" radius in the Matrix is the absolute limit of where a decker can go (which would mean that if they wanted to get into the building's public node, like a museum's public info section for example, they'd have to be standing right in front of it, which does seem a bit silly).

Thoughts?


I used to be in a game similar to this, it was fine, but occasionally we would have an entire session of planning before a session of play, that was a bit much.

I suggest letting them plan to the nth degree and then hit them with unexpected events during the run. You've got your plans and guard patrols, that's great, but when the sneaky person finds a guardpost full of knocked out guards and clear signs that there is another Shadowrunning team onsite, what do they do?

Overall, they may need to work it out of their system, I'd let them.

Cheers
CC
Blade
QUOTE (Sponge @ Jan 29 2014, 05:06 PM) *
I like the player agency aspect of this, but on the other hand it seems like it could reduce legwork to farming points without much context or role-playing.


Not necessarily. You can still roleplay some situations or give context. If a character befriends a guard or a secretary for planning pionts, you can roleplay this. But when they put the plan in motion, the player will be able to say "Remember when I got drunk with the guard? When he was completely wasted, I took his badge and made a copy."
You could go even further with a flashback mechanism, but that would bog down the game, and could create temporal inconsistencies.

That's why when I use that system I like the players to give at least some details about what they do in the legwork phase, to have a basic plan for the job and to come up with explanations on how their planning points can get them out of trouble.
AccessControl
QUOTE (Blade @ Jan 29 2014, 03:02 AM) *
A great way to handle this is to use a a posteriori system.
Instead of having your decker say "I'm looking for the blueprints", "I'm looking for the guard schedules", etc. You have him say "I gather information about the building.", roll his dice, and write down the number of hits. The other characters can do the same "I spend some time with the guards at the local bar", roll charisma+etiquette, write down the number of hits.

The number of hits go into a (or multiple, if you want to keep some details) "planning pool". Then when on the run, they can spend points from this planning pool to avoid trouble. For example:

"The backdoor is locked."
"When I did the rounds, I've noticed that the guy from the delivery company keeps the door unlocked when he's here."
"Ok, you spend 1 planning point and you're in. But you can hear a guard coming down the hallway."
"It's Barry, I've befriended him at the local bar. He shouldn't give us too much trouble..."
"Ok, spend 2 planning points."

Or, if you want to keep the control over the use of planning point:
"The backdoor is locked."
"How much planning point would it take to get it open?"
"One, you've noticed that the guy from the delivery company keeps the door unlocked when he's here."
"Ok, I spend it."


I actually really like this idea. I'm going to run it by the players to see if it'd work for them rather than just implementing it, but this sounds like it could help speed things up.

Thanks for all the suggestions so far, but don't hesitate to keep em coming if anyone's got any more!
Fatum
I'm surprised nobody has really pointed out the most obvious option. That is, in-game time. Data searches and hacks take a lot of time, so just place your runners on a schedule. It's not "get me that macguffin" but "get me that experimental macguffin that is to go into production tomorrow", not "kill me that guy" but "kill me that guy on the run before he escapes".

Shadowrun Campanion also offers an additional mechanic: each time you call upon your contacts or the contacts of your contacts for info, there's a chance something goes wrong. Someone slips a word, your talk is overheard by the wrong people, etc. Anyway, the target hears a blip. While these are few and wide apart, no need to worry; if they keep coming, most targets will go on alert, run disinformation or actively lash out against the runners.
I see no reason why the same can't apply to the Matrix. Someone broke into the security company host? Okay, maybe that's a random accident. Then similarly looking someone broke into the building's host? Maybe a coincidence, but better to perk ears up. That someone again orders ten tonnes of high-grade explosives from the corp's distant subsidiary? THEY'LL BE COMING THROUGH THE WALLS.
BishopMcQ
Fatum -- Having time-sensitive runs was mentioned above, along with some of the ways that pushing the urgent run can fail. That said, the time frame for data searches varies wildly between editions and based on what is being sought -- any where from a few minutes to days. Having 24-48 hours to do a job in SR3/5 means you get one data search if you're lucky, and you are probably better off hacking your way in during the approach. SR4, you could easily get a dozen searches done and still have time to probe the firewall slowly to avoid getting caught in the same timeframe.
Fatum
Just mentioned, yeah.
Actually, I can't say anything for SR3, but in SR5 data search, unless you're looking for something that is actively hunted and erased, it's taking you a threshold 3 base time 30 min test - hardly more than a couple of hours. So a troupe can be expected to run a reasonable number of searches in a 24 hour period, not to the point of learning each guards' underpants colour, but enough to know there will be guards.
Koekepan
As a player, I prepare, and I'm not shy about telling Johnson where to shove his schedule.

That said, I spent some time thinking about this topic, and I came to the realisation that the very fact of shadowrunning applies its own mercilessly darwinian logic to the situation: to survive a run on anything above a Stuffer Shack, reliably, in an era with on-tap hardasses a security alert away, you have to have good intel. If you don't, you die.

This means that if Johnson demands a tight schedule, he had better have security information so detailed and current that the number and location of the pimples on the on-duty security rigger's back are known to within a tenth of an inch. Any Johnson who doesn't will automatically be number 1 on the hitlist of the survivors, not to mention the fixer who just lost a bunch of good contacts. Don't have the data? Expect an extended delay while the mercenary street scum cover their rear ends. Any runners who don't demand this, and can't do good legwork, are just corpses looking for a place to die.

Given mmu1's insight that: Runners are not going to work for less money than they could make by stealing a Ford Americar once every couple of weeks and having the group troll negotiate the sale to a chop shop.

Corollary: Runners are not going to do more legwork for runs than it would take them to plan a burglary paying just as much.

If Johnson expects the runners to do the legwork, he had better:
  1. pay for the intelligence gathering
  2. be patient


It's that simple, folks.
toturi
QUOTE (Koekepan @ Jan 31 2014, 02:54 PM) *
If Johnson expects the runners to do the legwork, he had better:
  1. pay for the intelligence gathering
  2. be patient


It's that simple, folks.

True. But some Johnsons (the GM) can't handle the truth.
forgarn
First off, all the missions my group gets have deadlines. Secondly, none of my Johnsons would ever pay you for them doing your work. It is the runners job to plan how, when, and where the job gets done. All the Johnson cares about is that the job is done in the time frame that is required. If you don't like that, then there are other groups out there that would like to have the Johnson's nuyen.

Now that is not to say that if I offer a job to snuff Executive A, and it needs to be done tonight, that I am wouldn't give you the information that he is to be at a party at such-and-such address. As to whether or not he actually shows is a different story.

The whole point of hiring runners is so that the Johnson is not implicated. If he has to gather all the intel, then he might as well do all the planning himself. But that puts too much implication possibility on him. You are the experts and you are the ones that need to know what intel you need and how to gather it. Again, if that is not the way you do business, then there are other groups out there. And the word will get around that you are too demanding and the jobs may very well dry up.
Fatum
QUOTE (toturi @ Jan 31 2014, 05:42 PM) *
True. But some Johnsons (the GM) can't handle the truth.
Not all runs can wait. Actually, most runs can't.

Not all Johnsons are in a position to provide runners with info, and legwork is and has ever been a part of the run.
Bigity
QUOTE (forgarn @ Jan 31 2014, 10:33 AM) *
First off, all the missions my group gets have deadlines. Secondly, none of my Johnsons would ever pay you for them doing your work. It is the runners job to plan how, when, and where the job gets done. All the Johnson cares about is that the job is done in the time frame that is required. If you don't like that, then there are other groups out there that would like to have the Johnson's nuyen.

Now that is not to say that if I offer a job to snuff Executive A, and it needs to be done tonight, that I am wouldn't give you the information that he is to be at a party at such-and-such address. As to whether or not he actually shows is a different story.

The whole point of hiring runners is so that the Johnson is not implicated. If he has to gather all the intel, then he might as well do all the planning himself. But that puts too much implication possibility on him. You are the experts and you are the ones that need to know what intel you need and how to gather it. Again, if that is not the way you do business, then there are other groups out there. And the word will get around that you are too demanding and the jobs may very well dry up.


At the same time, assuming Mr Johnson isn't up to things, he wants the run to succeed and go smoothly. If he has information that's available without implicating him, he'd probably provide it up front without negotiation. I hear some podcasts recommending you pump the Mr J for all the information he has...if he's holding stuff back - then you need to walk away, because something is off.

At the same time, players need to be reasonable. Mr. J doesn't always know the layout of the other corp's secret facility. Or the patrol schedules of the guards at the site he works. Spend some time on the legwork, but at the same time, nobody (well, maybe somebody does) wants to spend 2 sessions working out a flawless plan that's going to pay 5k nuyen.

forgarn
QUOTE (Bigity @ Jan 31 2014, 03:56 PM) *
At the same time, assuming Mr Johnson isn't up to things, he wants the run to succeed and go smoothly. If he has information that's available without implicating him, he'd probably provide it up front without negotiation. I hear some podcasts recommending you pump the Mr J for all the information he has...if he's holding stuff back - then you need to walk away, because something is off.

At the same time, players need to be reasonable. Mr. J doesn't always know the layout of the other corp's secret facility. Or the patrol schedules of the guards at the site he works. Spend some time on the legwork, but at the same time, nobody (well, maybe somebody does) wants to spend 2 sessions working out a flawless plan that's going to pay 5k nuyen.


Exactly!!
Koekepan
QUOTE (forgarn @ Jan 31 2014, 07:33 PM) *
First off, all the missions my group gets have deadlines. Secondly, none of my Johnsons would ever pay you for them doing your work. It is the runners job to plan how, when, and where the job gets done. All the Johnson cares about is that the job is done in the time frame that is required. If you don't like that, then there are other groups out there that would like to have the Johnson's nuyen.

Now that is not to say that if I offer a job to snuff Executive A, and it needs to be done tonight, that I am wouldn't give you the information that he is to be at a party at such-and-such address. As to whether or not he actually shows is a different story.

The whole point of hiring runners is so that the Johnson is not implicated. If he has to gather all the intel, then he might as well do all the planning himself. But that puts too much implication possibility on him. You are the experts and you are the ones that need to know what intel you need and how to gather it. Again, if that is not the way you do business, then there are other groups out there. And the word will get around that you are too demanding and the jobs may very well dry up.


Great. If I ever play in a game run by you, expect me to go completely freelance, hard and fast.

And if you somehow have a vibrant community of runners in your milieu who somehow have substantial survival rates, I'm going to want to know precisely how and why you justify that in terms of verisimilitude, so that I can play the same game which you somehow envision.
Critias
Just more proof that what works perfectly well for one group is anathema to others, as often as not.
toturi
QUOTE (forgarn @ Feb 1 2014, 12:33 AM) *
The whole point of hiring runners is so that the Johnson is not implicated. If he has to gather all the intel, then he might as well do all the planning himself. But that puts too much implication possibility on him. You are the experts and you are the ones that need to know what intel you need and how to gather it. Again, if that is not the way you do business, then there are other groups out there. And the word will get around that you are too demanding and the jobs may very well dry up.

That would require commensurate pay. There are other groups out that that take more risk for lower pay but those guys are much more likely to screw it up.

And then the word will get around these Johnsons are looking for suckers, and the pool of potential competitors get smaller because of these Johnsons, the runners screw it up and get dead. A win-win situation for the more discerning PCs. Word will get around that you do not get played for fools and the suicide run jobs dry up, which frankly isn't really a loss.
Koekepan
QUOTE (toturi @ Feb 1 2014, 06:16 AM) *
That would require commensurate pay. There are other groups out that that take more risk for lower pay but those guys are much more likely to screw it up.

And then the word will get around these Johnsons are looking for suckers, and the pool of potential competitors get smaller because of these Johnsons, the runners screw it up and get dead. A win-win situation for the more discerning PCs. Word will get around that you do not get played for fools and the suicide run jobs dry up, which frankly isn't really a loss.


This.

There are actually analogous cases in the real employment world. If you expect to hire contractors and tell them you want to change the world for a nickel, in a day, they'll laugh. Then they'll leave. Then they'll tell their contracting buddies that you're insane, stupid, malicious or all three. I have first hand knowledge of a company which is having a terrible time finding competent contractors because they've pretty much managed to get themselves blacklisted by everyone in town. There are also contractors who promise the world, can't deliver, and go broke. Well, whaddya know.

In shadowrun the equivalent is the Johnsons who don't give the runners what they need to succeed (in either the form of appropriate intel, or the time and facilities necessary to generate their own), and the runners who promise the impossible and end up as sec team target practice.

And, while I'm on the topic, if your basic assumption is that shadowrunners are unstoppable juggernauts who can meet Johnson for a sushi lunch, and be inside a black site by midnight on their own terms, then why the hell are all the targets, who are presumably not stupid enough to go broke yet, not updating their security SOP so that it's actually effective? The prices in the main book are such that any corp which can afford a soykaf budget of any significance could festoon its critical sites with no less than three comprehensive, redundant security and surveillance systems.
Fatum
QUOTE (Koekepan @ Feb 1 2014, 10:03 AM) *
In shadowrun the equivalent is the Johnsons who don't give the runners what they need to succeed (in either the form of appropriate intel, or the time and facilities necessary to generate their own), and the runners who promise the impossible and end up as sec team target practice.
The runners don't need to know the name of the pets of every guard's children to succeed.

QUOTE (Koekepan @ Feb 1 2014, 10:03 AM) *
why the hell are all the targets, who are presumably not stupid enough to go broke yet, not updating their security SOP so that it's actually effective? The prices in the main book are such that any corp which can afford a soykaf budget of any significance could festoon its critical sites with no less than three comprehensive, redundant security and surveillance systems.
Because runners are much more competent than the off-the-mill security, and keeping security that's on the runner level on every site will make any corp broke. It's basically the doctrine of concentration of forces, except on a smaller scale.
A better question would be - why are runners, seeing as how they're world-class professionals, staying runners instead of getting employed? Not necessarily by the megacorps - there are runners with ideals and all.
Chimera
I find that in the Shadowrun games I've played in or GM'ed for, the players want to know everything because they buy into the whole paranoia of the setting (and I'm not blameless either, I've played with some sneaky GMs). That said, when wanting to know everything and planning and surveillance starts taking up more than two game sessions, it starts to drag on. As a GM, I "gently" ask that players come up with real-time deadlines before actually starting the run. The reason being is that acquisition of data and doing legwork usually means one or two players are doing the heavy lifting, and the rest of the group is waiting for them to be done. I encourage EVERY one to participate as much as possible (e.g. the street fighting adept could be beating up some thugs to get some info on what goes on in the neighborhood across from the megacorp warehouse while the technomancer does some deep data searches).

Often, when a player is doing some leg work, like data searching for example, I roll for them and hide the hits. A good roll might yield useful info, a poor roll might give useless (or even wrong) information. If the players still persist, and they're not getting the hint that they may have exhausted all their resources and the game is taking longer with no positive results, I take off my GM hat and tell them straight: You're not getting anywhere with this. Find another method and/or move on.

My advice, is that before you start the game get a feel for what the players like to do in a Shadowrun. I would also say there is nothing wrong with giving perfectly accurate information and then have something go wrong that makes the mission go sideways that has nothing to do with leg work smile.gif

As far as Mr. Johnson and what info he provides, I think it could be argued both ways that he should provide more info/provide less info to the team. If he's particularly motivated to succeed, then heck yes he should be providing layouts, passcodes, etc to the team. On the other hand, I tend to think of Mr. Johnson as constantly doing a cost-gain calculation in his head. "Black ops budget: +200k. Stolen blueprints for Shiawese facility: -25k, Personnel Contacts charge back for bodyguard protection at runner meet -20k. Shadowrun fee -50k (-50k again for final payment). Delivered Stolen file decryption, editing, analysis: -40k. Bribes and whiskey: -10k." If he thinks the shadowrunners have a decent chance of success, he might provide some more info to the team for their success. If its a team that has a lower chance to succeed, he might be less willing to give up more resources to the team BUT he decides to hire the team anyway because its a small loss if they do fail (where they won't get the over half of their payment) but a big win if they do.

Fatum
I'd also note that the degree of Johnson involvement in the run differs a lot by megacorp (and it's specified in the books). For instance, SK Johnsons like the runners to act exactly by the plan provided.
Tymeaus Jalynsfein
QUOTE (Fatum @ Feb 1 2014, 05:00 AM) *
The runners don't need to know the name of the pets of every guard's children to succeed.

Because runners are much more competent than the off-the-mill security, and keeping security that's on the runner level on every site will make any corp broke. It's basically the doctrine of concentration of forces, except on a smaller scale.
A better question would be - why are runners, seeing as how they're world-class professionals, staying runners instead of getting employed? Not necessarily by the megacorps - there are runners with ideals and all.


No... WHY are starting Characters "WORLD CLASS PROFESSIONALS at the start of their careers?"
THAT Should be the question you are asking yourself.
You should not be at the top of your game when characters are created, and you should be a bit hungry for a job. smile.gif
Yes, when you are a Hundred Karma in you SHOULD be at the point where you can be More-Discerning, and you should STILL not be at the top of your game.
At 200-300 Karma in, you should be at the point where you can dictate terms in many instances. After all, You are Elite, you have survived, and you are competent, likely being sought out for that very competence.

Yes, to get to that point, you will have developed habits that reinforce your SOP and Competence.
And you will have developed a web of contacts that you will have come to rely upon for many things. But that is part of developing in the Shadows.
I would say that it is a NECESSARY part of developing in the Shadows, that you just cannot accomplish easily or quickly.
And until you do, you should not expect to be World Class Runners.
Work at becoming professional in your local region before worrying about being World Class.

Am I preaching again? Sorry... frown.gif
Koekepan
QUOTE (Fatum @ Feb 1 2014, 02:00 PM) *
Because runners are much more competent than the off-the-mill security, and keeping security that's on the runner level on every site will make any corp broke. It's basically the doctrine of concentration of forces, except on a smaller scale.


Combat is a gamble. Always was, always will be. As has been pointed out before, if you ever find yourself in a fair fight, your tactics suck. Sure, your odds are better if you have more skills, better equipment and so on, but if you engage in enough ill-informed runs, where you end up facing the muzzles of somebody's guns, eventually your luck runs out. Then you turn into spare parts for the security goons you hurt on your way down. Runners play the odds. Runners who do less planning and practice with less intelligence are playing with worse odds. The art of securing a site isn't to have top notch world beating muscle on site - you couldn't possibly keep them interested long enough to stay on the job. The idea is to have such good organisation and procedures that a bunch of school kids with bad attitudes can give a strike team a bloody nose - and ideally keep them pinned for long enough that a group of real, grade A killers can show up and finish the job.

QUOTE (Fatum @ Feb 1 2014, 02:00 PM) *
A better question would be - why are runners, seeing as how they're world-class professionals, staying runners instead of getting employed? Not necessarily by the megacorps - there are runners with ideals and all.


Because it's a false dichotomy. Running is employment. The fact that it doesn't happen to be legitimate employment is entirely beside the point. Remember that a lot of the people working for professional security *cough*mercenary*cough* outfits in the real world have awesome military skills, can kill a man with a kitten and a nasty word, can signal air strikes by twitching their ears, but have no taste for civilian life any more. They are essentially maladjusted.
Koekepan
QUOTE (Tymeaus Jalynsfein @ Feb 1 2014, 05:02 PM) *
No... WHY are starting Characters "WORLD CLASS PROFESSIONALS at the start of their careers?"
THAT Should be the question you are asking yourself.


Excellent question. My answer: they're not. Not even close. And so very many runners come to sticky ends, very quickly.

On the other hand, if they want to live until they get to be world class professionals, they'd better be compensating for their lack of skill with an abundance of caution. Otherwise they're just more over-eager recruits who thinks that they're invincible, that bullets don't hurt, and that the scariest thing in the world is running out of ammo before they've finished killing, because the ammo can is way over there, and they'd have to get up and it takes so long and ...

I tend to run campaigns of only moderate lethality, but people regularly take themselves out of commission with their questionable decisions in my campaigns. A common choice for me when I'm not going for Shadowrun is Hackmaster. A goblin with a spear is a credible threat in Hackmaster, every bit as much as a doughnut consumption specialist with a sidearm in Shadowrun.
Fatum
QUOTE (Tymeaus Jalynsfein @ Feb 1 2014, 07:02 PM) *
No... WHY are starting Characters "WORLD CLASS PROFESSIONALS at the start of their careers?"
You're mistaking "world-class professionals" for "the best at their jobs there is". They're on the level. And why shouldn't they be? They're player characters, after all, the power level of player characters should give the players enough options.


QUOTE (Koekepan @ Feb 1 2014, 10:33 PM) *
Combat is a gamble. Always was, always will be. As has been pointed out before, if you ever find yourself in a fair fight, your tactics suck.
Which has nothing to do with the question I was answering - why can't a corp have security made up of guys equal to runners at their every installation?
The runners are not going to be in a fair fight for most places precisely because your typical corpsec is a greenhorn more fit for herding office workers than high-intensity combat.
As for planning, nobody's saying it shouldn't be done, it should just be done reasonably. There are details the runners really need, and ones they can easily go without. You can give your players the chance to figure out everything, including the pattern of the socks the cleaner of their target installation prefers to wear, if you're into making up such things, or you can give them incentive to stick to learning the things that are likely to matter.

QUOTE (Koekepan @ Feb 1 2014, 10:33 PM) *
Because it's a false dichotomy. Running is employment. The fact that it doesn't happen to be legitimate employment is entirely beside the point.
Running is not employment, it's freelancing.
Doing the same stuff as an employee of any of the powers of the Sixth World pays better and provides better benefits.
There are hardly any reasons to stay an independent operator outside of this being the trope of the genre (and, of course, sociopathic psychosis - but that makes running as a part of a troupe difficult).
kzt
QUOTE (Fatum @ Jan 31 2014, 01:47 PM) *
Not all runs can wait. Actually, most runs can't.

Sucks to be the guy who needs the job done. "Your lack of planning does not constitute an emergency for me."
QUOTE
Not all Johnsons are in a position to provide runners with info, and legwork is and has ever been a part of the run.

Then they need to be paying well, with a lot of the money up front, with the understanding that there will be a lot of expenses and time needed to make the job work. If not, I have a guy with the Halloweeners I can put you in contact with...
Fatum
QUOTE (kzt @ Feb 2 2014, 09:21 AM) *
Sucks to be the guy who needs the job done. "Your lack of planning does not constitute an emergency for me."
Sucks to be the guy who needs to make rent with a black mark on him from a Johnson.

QUOTE (kzt @ Feb 2 2014, 09:21 AM) *
Then they need to be paying well
They're already paying well. Doing things on time is on the job description.
Fatum
Actually, here's what Mr.Johnson's Little Black Book has to say on the matter; here's an IC instruction for Johnsons from Shadowrun Companion.
kzt
QUOTE (Fatum @ Feb 2 2014, 01:28 AM) *
Sucks to be the guy who needs to make rent with a black mark on him from a Johnson.

We'll just heist a few Ford Americars...
QUOTE
They're already paying well. Doing things on time is on the job description.

Not if they are paying book rates. That usually won't cover ammo.
Fatum
If you can jack Americars for a living, why do you keep getting your neck in the line during shadowruns, again?

As you can see from the canonical source, they won't pay significantly more than the book rates: more runners on the labour market than Johnsons.
kzt
If we can come up with a plan to successfully break into a major corp site full of security I'll bet we can figure out how to successfully burglarize a jewelry store over a weekend.
Tymeaus Jalynsfein
QUOTE (kzt @ Feb 2 2014, 10:52 AM) *
If we can come up with a plan to successfully break into a major corp site full of security I'll bet we can figure out how to successfully burglarize a jewelry store over a weekend.


Indeed... and that is the disconnect that is the issue. smile.gif
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