Back to the main page

Mailing List Logs for ShadowRN

From: Loki <loki@*******.com>
Subject: Re: Screwing the Players
Date: Tue, 24 Sep 1996 23:14:00 -0700
Richard M Conroy wrote:
>
> 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.

*********************************************
Poisoned Elves
http://www.netzone.com/~loki/
*********************************************

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.