- Joined
- Oct 20, 2019
Okay. I hope you'll take it in good humour if I get a little defensive. I wont dispute that there's a tonne of lore in Shadowrun and it's certainly a problem that a newcomer will struggle not to put a foot wrong. But the setting itself is not a mess. At least ways prior to 5th edition which you'll recall I always talk about 4th. However, if I've made you feel like those Battletech players and telling you that you keep doing things wrong due to some invisible body of lore you don't know then I can only apologise. I guess maybe that is how I've come across. I'm not really familiar with Battletech beyond a very superficial knowledge of the setting. Shadowrun doesn't have "oh, you're not supposed to be on this side" or "oh, you shouldn't pick that faction". But perhaps where I've come across that way is about the tone and style of the setting.100%
To explain it. I'll use my experience with MechWarrior.
For years, I had heard repeatedly about how great MechWarrior (or Battletech) is. Maybe years later I finally got to play it and ...I wasn't impressed. The part that matters here however is the lore. People hyped up these stories as peerless, but I found the story to be near none-existent. When I played MechWarrior 4, you get to choose one of four mercenary companies. Not knowing them, I chose the one that gave more money. This turned out to be the "wrong" choice. Supposedly the Kell Hounds were the most super awesomest merc company evar!!!1!!one!! When I get to choose between siding with Stiner or Davion, I just shrugged. But to MW lore buffs this was a big deal.
After years of this, I eventually figured that the setting started as a simple set up for a war game, but years of novels (many of which were US only), spin offs, and games had resulted in an impenetrable block of lore, and not knowing all of it meant I was missing out. The "peerless stories" seem to be more lore references.
I'm coming into Shadowrun just now, and it's a similar mess. Seattle, Hong Kong, Berlin, Bug City, Super Tuesday, plus a whole timeline of events and status quo changes. And unlike, say, Call of Cthulhu where everything is self contained, or Eberron where the setting is static. It makes it seem like everyone has to know all of it. And that's before arguments over all 7(?) editions.
To explain though not excuse, Shadowrun has a unique flavour and a big pet peeve of mine is when it's looked at as just fantasy stuck in sci-fi and anything goes. One of the best things about Shadowrun is the thought and effort put into making elves and dragons and magic realistic. Or perhaps more accurately, internally consistent.
And even though the outcome may have been bad, my motivation was simply that I want others to enjoy it as much as I do. I'm like that annoying person who keeps explaining things in a movie they love "oh, did you appreciate this? Did you get that? No, he did this because..." Instead of just letting someone enjoy it for themselves. That's on me. My username was picked deliberately, FYI. I tend to approach things very seriously.
Perhaps I should back off and if you have any questions, ask away. Despite any impression I've given, I want to help you enjoy the game if you run it so if I can offer advice or answer questions (same as others will), just ask. Ultimately I don't think anybody can give a better description of Shadowrun than that anonymous fan long ago: "It's shooting people in the face for money. With elves."
Yeah, I see the problem. In the spirit of trying to be helpful as remarked above, there are answers to all of those issues the player raises but I sense the issue is more that the player is not going to be happy with the answers and continue to push or call you an unfair GM if you follow through on the (frankly logical) consequences.This was covered previously, but in short, nothing in isolation. The problem is that obvious challenges that would arise from that playstyle are met by the proponents with "nuh uh!".
What is the building is wirelessly shielded? "Nuh uh! Wouldn't work."
What if they shoot down the drone? "Then I'll just send out another!" Wouldn't you run out eventually? "Nuh uh!"
What if they send a security team to check on the parked van since I assume riggers are a known threat in this setting? "Nuh uh! Wouldn't work!"
Of his objections, it's only the one about the building being wirelessly shielded that I tended not to do myself. It's a viable thing that exists in the setting. And actually pretty easy to do to about 97% effectiveness. Just have a mesh under the plaster / wall paper. If the rigger wants to drive around looking for the weird spot he can park or plant some relay drone, and deal with degraded signals messing with his Response time, eh. Whatever. But I never bothered with that nuclear option because the soft options are just so darn effective. My favourite being to just let him do it. He'll be less effective than if he's on site for a number of reasons and what the player needs to get through his head is that the goal is to complete the mission. Players need to understand that they can live and still fail. So what if he's safe the whole mission? It's meaningless if he can't effectively help the team. And if he's the dual rigger / hacker as was often the case (especially in 4th where dual roles are easier) then the rest of the group should be shouting at him for being a cowardly little shit when they're stuck at some maglock door and can't open it because the specialist isn't with them. Or can't counter-hack the corporate drones because the only signal he's got to them was the drone he was using as a relay which was just shut down.
I had similar problems with my group way back when. It took time for them to grudgingly get it. "I want an AK97. Why can't I afford one?" "Because you blew thousands on binding that spirit." "I want missions that pay more." "Nobody will hire you for those when you failed lesser jobs."
It was basically a game of chicken with the group. Eventually I got them out of the mindset of "if we live we won". It wasn't easy. You know who got it instantly? People who had never played an RPG before. To them it was the most natural thing in the world to ask "why should I be paying for your gear?" or "of course the bad guys came after us - why wouldn't they?"
Of course no GM wants to have to go through that.
There are all sorts of drones. You have tiny little things the size of your hand or great terrifying things like the classic Steel Lynx with a machinegun on its back. Most vehicles are in fact drones, right up to military helicopters. Really, I don't have any problem with a rigger trying to sit out the entire game in a van. If it works. The first stage of any Shadowrun mission should be, if the players are smart, casing the target, surveillance, fact-finding. Then at that point the rigger should be saying: "Huh, my steel lynx is going to attract too much attention if I take it into the office complex" or "when you're inside if you place this commlink here so I can use it as a relay to hack those cameras". The last thing a team should do is just rock up at the doors of a place and go marching in blind.I don't even want to kill the PC. Just it's treated as a game breaking "I win" button even though it doesn't seem like it. I don't even know how big these things are. Are they tiny like those toys you see, or are they the size of a car? I assume that's up to the rigger, But the former is venerable to anyone with sufficiently sized tupperware, and latter could be stopped by an average sized doorway.
Again, it was the people in my group with a history of playing RPGs that approached it like that. The ones who had never played an RPG before immediately took the approach of wanting to do things like ask around, find someone who worked there and blackmail him to let them in. Stuff like that.
I guess that's what a lot of my stuff comes down to - Shadowrun is supposed to be a game where you plan, think, ambush, sneak... the works. The enemy, whoever that is, is nearly always stronger and better resourced in Shadowrun. That's the fundamental difference I try to get across to people with a D&D background or whatever. In D&D you slay the dragon and take its treasure. In Shadowrun you take its treasure and try not to be slain.
Sounds a lot of fun and a good series of adventures. As I said previously, my point wasn't to say you couldn't do a fun dungeon adventure there, but that it would be different to a D&D dungeon in fundamental ways.I'd run it where they would sealed inside, and are quickly recruited by "the rats in the walls" (I've only skimmed the book remember) which from what I gather are survivors trying to band together to get out, hiding out in blind spots in the surveillance system.