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Mailing List Logs for ShadowRN

From: david lowe <dlowe@****.COM>
Subject: Re: Calling back the hunt
Date: Tue, 1 Jul 1997 13:38:59 -0800
At 11:21 AM 7/1/97, Technomancer wrote:
>My players have managed to kill a fixer under yakuza's protection.
>So now they are having a little trouble staying alive for long, unless
>they manage to stop the yaks from coming after them.
>I want to run a few sessions, heavy on the role-playing side, with them
>trying to survive, and possibly stop the yaks.
>
>What should they do in your opinion to persuade the yaks to leave them
>alone? Just killing everyone sent against them is an option, but I want
>something better (and to give the players a chance).
>
>What would your players try?
>(The more ways I know about, the more I can prepare.)


I would either run to the biggest other bear in the woods (ie-rival Yaks or
equally nasty folks) and offer services in exchange for protection. Or dig
up some dirt on the Yak's legitimate business and trade your silence on
those matters for your lives. Just two off the top of my head, but both are
pretty risky. Or...

<evil gm mode>

Perhaps the Yaks intended for the PCs to off the fixer all along. You see,
they need a dirty little job run against rival Yaks or organized crime.
They approach the pc's and tell them "that was very unfortunate and unwise.
We could just off you and your loved ones in unpleasant ways, or you could
do this little task for us..."

So the Yaks get what they want; a dangerous, politically sensitive job run,
with no chance of retaliation or gang war because it was done by
"independents." The runners aren't paid, so there is no chance that the
rival yaks/etc. can trace who hired them to do it. All for the cheap price
of one minor fixer.

Not that I would ever do that to my players. Heh, heh, heh.

</evil gm mode>

D.

David R. Lowe (dlowe@****.com)
Photography/Graphic Design

"Friends help you move. Real friends help you move bodies."

Disclaimer

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