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Mailing List Logs for ShadowRN

From: Hobbes Patrol Headquarters <TYGER@****.WINONA.MSUS.EDU>
Subject: Riggers & Coggs
Date: Thu, 20 May 1993 21:20:11 -0500
Subj: riggers & other probs.
From: Dave The Shade <IZZYUX2%UCLAMVS.bitnet@*****.nic.SURFnet.nl>

> Second, how do you GMs incorporate Riggers in your games. To me Riggers
>pose many of the same problems as Deckers. You have to create the scenario,
>then go back and add on things for a rigger to do. Riggers, as characters with
>a certain menu of skills, don't seem to be easily incorporated into an adventur
>e or Shadow group. How do you create a unified team/game where the rigger is
>not an "add-on".

Again, it's up to the PLAYER to create uses for their characters. There's
a rigger in our group who regularly surprises me with ideas and plots.

As a GM, I set the scenario, and a basic plot. How the players get from A
to B is their own problem / idea. So I don't tell riggers (or deckers, for
that matter) that they are useless. I just encourage the players to do
something original! Players make the game, you know.

> Speaking about character problems. I would like to talk about strategies of
>character advancement. In my games, after a long while, the characters eventual
>ly become very important internationally influential figures. For instance, in
>the longest game I ever ran, 3 years straight, the PCs eventually grew very pow
>erful. One became a noble of the Tir and was even apponted as the Dark Sentinel
>- the guardian of all the ancient elven lore in the catacombs below the main
>palace. Another found that he was a hereditary Chieftain of a powerful Scottish
>tribe, another became president of a large megacorp, etc...
> What do you guys think about this Player vs. Cog strategy. Should PCs become
>Major Players in the world eventually or remain Cogs in the machine. What are
>the advantages or disadvantages of these PC advancement strategies. I'd really
>like to here from you guys - maybe start a little discussion on this topic.

> >_>_>_>>KHANx>>>_>>_>
> Absolute Power . . . the Ambrosia of the Gods

I have a heavy-handed approach to this. Mainly 'cause a GM of ours had a
tendancy to do this. (No names, and it was a diffrent system than S-run.)

Fron 1st level, the world held it's breath on our words, plots and ideas.
It seemed that we couldn't go to the bathroom without someone telling us
how it would affect 'fiscal policy' or 'trade embargos'. Eventually, he
gave us items of power, and stripped them. Then gave them back, then
stripped them again. And so forth.

As a GM, I won't tell a player that they can't be president of a powerful
corp, but I won't let it be a cake walk. The ladder to the top is usually
strewn with bodies of the living. Keep that in mind...

-Tyger

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-Queensryche
-"Operation Mindcrime"
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