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Message no. 1
From: Gareth Owen <glowen1@*****.NHS.GOV.UK>
Subject: gangs/tribes
Date: Tue, 28 Jun 1994 15:03:15 +0100
Hi everyone,

I'm running a mercenary type shadowrun game and one of my players has
opted for the gang/tribe option when creating his character.

The rules are somewhat non-specific on this topic. So what I'm
wondering is how you all treat these gangs. i.e. what stats, what
gear, how they relate to the character, etc.

The rules say a cost for a gang or a tribe, but could that gang/tribe
be a group of a different nature but similar power? I said yes, but
what is the 'conventional wisdom'?

Thanks in advance for any useful comments on this subject.

GLO

--
Gareth Owen | Mail: glowen1@*****.nhs.gov.uk
----the worlds most inept sysadmin
Message no. 2
From: Janne Jalkanen <jalkanen@*********.CERN.CH>
Subject: Re: gangs/tribes
Date: Tue, 28 Jun 1994 16:26:58 +0200
On Tue, 28 Jun 1994, Gareth Owen wrote:

> The rules are somewhat non-specific on this topic. So what I'm
> wondering is how you all treat these gangs. i.e. what stats, what
> gear, how they relate to the character, etc.

I may be lazy, but I usually give the player the option to design his
gang/tribe/whatever. Then I either accept or request redesign on some
parts... For instance, I don't usually give my players some heavy duty
biker gangs that wield considerable power. That'd be too easy for them...

As for the stats, I believe there is a Gang Member archetype in Sprawl
Sites. If you do your own, remember that it can't be too strong. The main
reason for gangs to form is that weak people are more powerful together
than separately. Thus it is unlikely (but possible) to have a gang with
several strong (mentally/physically/cyberwareally :) )people, as some of
them would probaly end up dead or establishing their own gangs.

The way I play them, gangs are trusted friends with an eagerness to help
(but not to sacrifice themselves for you). For example, they'd be happy
to provide shelter and protection when you are chased by Seattle PD/Lone
Star/Whatever, but if they learn the yaks/Renraku/Aztlan are on your
tail, they'd consider it twice. The gangs can also be an aid to valuable
new contacts and they tend to know their neighbourhood pretty well.

> The rules say a cost for a gang or a tribe, but could that gang/tribe
> be a group of a different nature but similar power? I said yes, but
> what is the 'conventional wisdom'?

My "wisdom" isn't convential ;) but I'd still say yes. The game shouldn't
rest on GM's shoulders only; the players should also contribute as much
to the game as possible. If your player can create a convincing group,
that does not upset your campaign, then go for it. Let him create his own
group, equivalent to a gang/tribe... Discuss it with him. If he wants
something bigger (IYHO), charge more money from him...

And BTW, I don't allow my players start with Magical Groups from the
beginning :) There are some things you have to earn...

> GLO

Janne Jalkanen ///! For those who have to fight for it
jalkanen@******.cern.ch /// ! life has a flavor
Janne.Jalkanen@***.fi \\\/// ! the protected will never understand
-'Keep on going...' \XX/ ! (anonymous, Viet Nam, 1968)
Message no. 3
From: the holy Entombed <rasputin@***.UMD.EDU>
Subject: Re: gangs/tribes
Date: Tue, 28 Jun 1994 12:50:36 -0400
On Tue, 28 Jun 1994, Gareth Owen wrote:

> The rules say a cost for a gang or a tribe, but could that gang/tribe
> be a group of a different nature but similar power? I said yes, but
> what is the 'conventional wisdom'?

Well, if I remember correctly, your gang friends have attribute
and skill ratings of 3. I just used the "Gang Member" archetype, and
modified it to fit what the player had in mind.

If you want a gang of electronics junkies, or angry ex-car
salesmen, or folks who think they've descended from dragons, go for it.
What's important is that they come when called, and keep their loyalty.


the holy Entombed //////
Rasputin the (not so) Horrible //-- 5 megs in the
rasputin@***.umd.edu ////// C of E

aus.computers.linux needs posts...
Message no. 4
From: Jai Tao <jdfalk@****.CAIS.COM>
Subject: Re: gangs/tribes
Date: Tue, 28 Jun 1994 14:14:58 -0400
My last character bought a Gang (yeah, I know, that sounds
strange) called the Anarchistic Taser Terrorists (complicated inside joke
there, I won't bore you with the details.) He was more or less a former
member, but as they say, once an A.T.T.'er, _always_ an A.T.T.'er. So, he
still preferred using electrical weapons (the gang's trademark), and
probably would've worn the gang's colors in some unobstrusive manner if
we'd thought of it at the time.
The game started with one of my A.T.T. buddies calling me up for
a favor, which ended up being that we "took care of" some Ubermanner
(Hitler look-alikes). So, the Anarchistic Taser Terrorists could always
be called upon to help us out if needed, and the Ubermanner were always
gunning for us.
In other words, I was only nominally a part of the gang, and was
definately not their leader (that'd be buying henchmen/slaves, really),
but they respected me because I was a Shadowrunner and we could ask
favors of each other most of the time.

/-----------------\ "I'm worse at what I do best
| Jai Tao | And for this gift I feel blessed
| jdfalk@****.com | Our little group has always been
\-----------------/ And always will until the end."
-Nirvana
Message no. 5
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: gangs/tribes
Date: Wed, 29 Jun 1994 13:14:09 -0400
Gareth Owen wrtes:

[questions about gang contacts]

For my campaign, I allow "group" contacts that are not necessarily
gangs. One of my players has a group of deckers as a contact, and they
are far from a gang in the traditional sense. This kind of principle can
be extended to pretty much any type of group that they player may have as
a contact.

Also, as a general rule, the more personnel, equipment, and training are
at the group's disposal, the more tenous is the player's contact with
them. That way, not every player can call upon his own personal
mercenary army at a moment's notice.

In my opinion, contacts are one of the most important facets of any
campaign, and they often get billed short. I even find myself doing it
when I'm not paying attention. So many times, you can just give your
contact a call or just go visit him or her. But if you look at it
logically, how many of these people want to be associated with you
publicly? Especially when dealing with cop contacts, corp and government
contacts, etc. How would that police lieutenant you have in your pocket
feel if you gave him a call at the office? Or dropped in in person? As
a GM you can have a lot of fun making up various contact quirks,
idiosyncrasies, and protocols. It also allow you the ability to limit
the way contacts can be (ab)used, i.e. the player may not be able to use
that wizzer contact because the party only has eight hours until the
suit leaves town, and the dead-box blind drop only gets checked once
every 24 hours. Guess the players have to be creative.

Marc

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