From: | Loki <loki@*******.com> |
---|---|
Subject: | Re: Screwing the Players |
Date: | Tue, 24 Sep 1996 23:14:00 -0700 |
>
> Loki wrote:
> >> Then lay down your default assumptions at the start of the campaign.
> >> These defaults apply in any cases where the player doesn't outline
> >> his actions clearly. make sure your players understand this.
> >>
> >> Examples of my defaults:
> >> Weapons are always concealed except on a run.
> >> Characters always lock & activate vehicle security systems
> >> Ammo & weapons normally carried by players are specified on their
> >> character sheet, otherwise they use their normally used handgun with
> >> regular ammo.
> >> Characters always use their SIN for payment (some characters already
> >> have their laundering systems set up by default.
> >>
> >> There's a fairly comprehensive list, with individual varitaions for
> >> certain people.
>
> > I don't allow these kinds of "assumptions." The game is supposed to
> > somewhat simulate life. I'd be impressed if you could just declare, I
> > will ALWAYS lock my car, I will ALWAYS pay my bills on time, I will
> > NEVER be late to work or an appointment, I will ALWAYS excerise and
> > eat healthy...
>
> No need to be facetious, the list isn't *THAT* complicated. The
> assumptions are there so that my players don't have to spend hours
> during character creation writing down nitty gritty details, or spend
> half an hour during a game outlining his actions that come naturally to
> his character. It's also to benefit me, when 8 players suddenly start
> going through the finer points of their actions, I don't have to break
> out the filofax: I can continue with the flow of the adventure without
> irritating 5 minute breaks. There are many things that people do through
> habit that they don't consciously think about; in fact if you were to
> describe the motions of it, you wouldn't remember all the details. It
> always struck me as unfair to make your players iterate all these
> details, it always seemed a mechanic to try and just screw players over,
> waiting for them to put a foot wrong, never giving them the benefit of
> character knowledge. I particularly hate all this GM vs Players tripe,
> in my experience it was always a symptom of an immature GM.
>
> > Come on, where's the chance for fate, the occasional slip up, the
> > unforseen absent mindness. The runners in my game are supposed to be
> > real people not some comic book hero that doesn't get caught up in the
> > everyday oops or never needs to plan cuz his standard weapons and ammo
> > are ALWAYS with him. Eeesh! That's almost mild m-word...
>
> What do you mean never needs to plan ? I only assume that they are
> carrying their personal defense weapons, and only light armor (I'm using
> house rules BTW, those 2 conditions aren't optimum).
> A case in point, in the last game there were just 2 characters,
> the fixer and his bodyguard. They were doing business, so the fixer had
> his submachine gun stowed on his bike, but was just carrying a handgun
> otherwise. His bodyguard had 2 big handguns, just about every waking
> moment he's considered on duty, so he always has them. Their bikes were
> expenxive enough to have quality security systems (mag locks), they can
> use them quickly if need be (1 turn to start). They had a rough day, but
> got lucky, but later on had to face a gang that was responding to
> trouble on their turf (armed with smg's, shotguns & stuff). The fixer
> gets hit while sitting on his bike, which then collapsed on him, pinning
> him, and unfortunatly (for him) his smg too, which he had concealed
> under his longcoat earlier. His bodyguard, who's down to his last clips
> in both handguns, has to try and fend them off, which he just manages
> with 2 bullets to spare, the fixers smg had just under half a clip left,
> his handgun was empty. It was a cute game. Now they have to ditch about
> 5 grand of their favourite guns, get their bikes plates replaced etc.
>
> The assumptions work both ways. When a character goes to watch an area
> he doesn't have to tell me he's checking to see who's packing. However
> it's not subtle. All my players have SINs, it's impossible to live
> without one. Now they lose 20% of their cash on a monthly basis to
> maintain their identity, and must pay a further 20% to launder big sums
> (ie a couple of grand).
> The assumptions are simple, my players find them agreeable, and
> they stop arguments. They also know that they have to specify any break
> from the norm, and often find that assumptions work to their detriment,
> eg characters with high physical stats and/or athletics are assumed to
> work out and keep fit on a regular basis. This leads to a pattern based
> lifestyle that makes it easy for your enemies to keep track of you. I'll
> not even get into the drawbacks of boobytrapping your own apartment.
>
> Yes, characters have slip ups, which I can generally gather from how
> they are currently acting, and how much stress they were under, but
> people don't break the force of habit that keeps them alive, unless it's
> under special circumstances. Of course, sometimes the character who
> sleeps with a gun under his pillow finds it's fallen under the
> headboard. Shadowrunners are exceptional people, who can never truly
> relax, and certain assumptions must be made about how they conduct their
> lifestyle.
>
> And yes, I do veto certain character assumptions if they are too hard to
> keep (like always wear a voice mask etc.).
>
> Richard.
In that light it makes more sense. I agree with the basic assumptions
your descriptions of a characters life would have. The type of
assumptions I was talking about avoiding would probably be the kind you
would veto: I always have my +4 Body spell lock on, or I always use
enhanced hearing to check before opening doors, or I always have a
watcher present, or I always search my vehicle for bombs before getting
in it...
Anyway I think it sounds like we know where each other is coming from...
@>-,--'--- Loki
CLARKE'S THIRD LAW:
Any sufficiently advanced technology is indistinguishable from magic.
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Poisoned Elves
http://www.netzone.com/~loki/
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