From: | "Thomas Holmes" <Thomas.A.Holmes-1@**.umn.edu> |
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Subject: | RE: GM munchkins / Paranoia |
Date: | Mon, 12 Aug 1996 20:46:01 |
Example : Players are hired to protect a runners girlfeind while he's out
of town for a while. They get paid 5k each, 25k total. They can do whatever
they want so long as they show the girl a good time and keep her intact for
two weeks. Players make a safehouse in the barrens, to heck with showing
the girl a good time (well, they bought take-out food and rented
sim-chips.) The local gang hassles the pcs doing the food runs. PC's get
cocky, words fly, a gun is drawn, five gangers die. PCs in the house get
spooked by a ghoul rummaging around in the basement, have some tense words,
and let it go - who wants to deal with a pack of 12-36 ghouls? No profit,
can't even make up the cost of ammo, and ghouls are pretty mean if they get
in HtH. So they come to an understanding with the one they're dealing with
now, even cut some deals later (a ghoul contact(?)). The other PCs come
back and say, "We just offed some punk gangers."
Unlike ghouls, gangers have access to respectable to body armor and
firearms. Ghouls are pack oriented, but don't actually 'own' their turf.
Gangers make money based on how they run their turf, that includes
protecting the people on it. Gangers (In my world anyway) often have cheap
cyberware, including maybe Boosted I. Rifles and shotguns (who cares if
their not automatic) and lots of pistols.
Paranoia? You better believe it.
As it was, only two PC's died when the gangers attacked, the rest
escaped with the girl (who picked up a bullet for her troubles). They
killed four gangers (and boy were those gangers dead). The only thing I did
overtly was explain my logic to them, and the numbers of opponents
explained the rest.
The two PCs who died, BTW, were both A-priority-in-wealth cyber death
machines loaded to above their eyeballs in gear and ware. Like I said, they
killed their targets super-duper dead, and got watsed by all the rest of
the punks.
Hope it helps.