"Kenada, were going in once the cameras go down. Delta, crash
those cams. Flashback, I want to know what's waiting for us in astral
space. Marques, you're driving and I may need artillery if things get
rough. Everybody got your headsets? Ok, gang, let's do it."
Ah, the ideal Shadowrunning group. A glorious web of
professionalism, efficiency, and devotion. The goal: To get the job done.
Every time I encounter a new role-playing group I come to the gaming table
with this utopian idea frolicking in my mind. And then, when I see what I
have to work with, this world comes crashing down.
The sammy wants to blow away every living things he sees.
There is no decker. Nobody even has Street Etiquette so there's no way to
go out and hire one. The Rigger only owns a two seater Wasp. The mage is
an adept who has blown all of his money and magic on making himself the
fastest draw in the west. And astral space? Nobody even thought about
astral space. Two of the three mercenaries have already started arguing.
Now the sammy slips me a note: He wants to cheat the rest of the group out
of part of their pay.
Augggghh! Sometimes I wonder why I even SHOW UP. The
bickering. The cheating. The yelling and screaming. And most of all, the
selfishness. It is very clear to me that many, many people out there don't
really know the definition of the word "team". Perhaps I missed something
but I'm pretty sure the purpose of the game of Shadowrun is to participate
in activities known as, gee, what are they called, oh yeah: SHADOWRUNS!!!!
Now, granted, the overall purpose is to have fun, but again, this fun is
supposed to manifest as a result of working in a team with the common goal
of successfully completing those little, what are they called again, yes:
SHADOWRUNS!!!!! Even when these groups go to a bar, or toy around the mall
during down time, they still are supposed to remember that their purpose
on the face of the Earth is to work together to better their skills for
the sole reason of completing bigger and better....damn, what are they
called again?
You'll have to excuse me. I'm just getting sick of it all. Of
all the apathy and lack of professionalism and just general careless
mucking about which has reduced many, many of my games to a idiotic series
of internal conflicts, stupidity, and selfishness. I'm sick of the "WAHHH!
I can't have FUN unless I KILL EVERYBODY and am a COMPLETE ASSHOLE
throughout the ENTIRE FREAKING GAME" attitude. The "I only work for
myself" players. The millions of times teams of players have SAT THERE and
done NOTHING because they don't want to pick up the damn Seattle
Sourcebook and plan a meet at a decent restaurant and the times when they
have and some jerk off ruins the whole deal because "My character HATES
corps so I just HAD to spit in that company man's face."
Perhaps I take the game too seriously. Perhaps I'm an
idealist. Or perhaps I'm right on the mark. For some reason or another the
world has forgotten the idea that, without a team, you do not have a game.
The purpose of this writing is to provide a few suggestions on how you can
create the ideally balanced Shadowrunning team. These suggestions are not
going to work for everybody because there are some people who are going to
keep on being their normal "Screw you" selves no matter how many times you
beat them over the head with a good idea.
The key to a good Shadowrunning team is balance. This balance
must be achieved in several different areas:
Power: If any one of the characters is substantially more
powerful than another then the gamemaster is forced to elevate the degree
of risk to compensate for this spike. If the gamemaster simply kept the
risk level on the same plane as the less powerful characters, the more
powerful PC would have the run of the town. Unfortunately, elevating the
level of risk to a degree which would challenge this more powerful
character puts the rest of the team in an uncomfortable, and often times
fatal, position.
Archetypes: When you have a team of three samurai's and a
shaman the odds of the team becoming successful is almost nil. Who's going
to drive? Who's going to deck? If a group doesn't possess the basic decker,
rigger, magician, sammmy mix then they won't stand a chance at succeeding
at any run more complicated than a drive by shooting.
Personalities: You can't have a good Shadowrunning team which
possesses personalities which are in complete opposition to each other. If
a majority of the team values life then the slaughtering sammy would never
have made it into the team in the first place. Then again, if the group
does not value life, a softy never would have stuck around either. Members
of a team must have at least a few things in common in regard to their
attitudes, desires, and goals. Essentially, they must be friends.
Leadership: I've always been a firm believer that a Shadowrunning team should have a leader and that the rest of the team
should follow this leader's orders, unless these orders are stupid or
inherently lethal. I also believe that this individual should be placed in
the position of leadership on the basis of knowledge of the actual gaming
system, not aggressiveness. The leader should be somebody who has read all
the books, knows all the rules, and, most of all, knows how to use what he
knows and has read to successfully carry out a run. He or she doesn't have
to be the one who negotiates the best, or has the prettiest face. This
leader should be somebody who can take in all of the facts given to him by
his team and use them to come up with the best course of action for the
given situation.
Ok, now you have some swell ideas on what the ideal team
should be like. Now the question is: How the hell do you successfully
build one? The big problem with teams is that they are comprised of
characters who were probably drawn up in somebody's spare time and who
were created without any knowledge of who they were going to work with.
The result is usually five people showing up to play with incompatible
characters. Some characters simply will not work with other characters.
It's like taking a football player, a surly bus driver, a street bum, Bill
Gates, and Mother Theresa, throwing them into the same room and asking
them to work together. Never in a million years would this work.
Similarly, if you take a human Sammy who hates trolls, a troll sammy who
hates magic, a physad who hates everybody, and a shaman who talks to a
tree all day, and put them in a group you're not going to be able to get
anything done. Plus there's nobody to deck or drive. So we can, hopefully,
see the importance of working together to make sure everybody gets along.
As I said before, everybody must be friends. Teams who have the common
goal of money or simply adventure quickly fall apart because the
participants quickly see that they can obtain either of these without
necessarily giving a crap about his team mates.
The only good way I've found to achieve a good degree of group
unity is through the use of Character Creation Sessions. What you do is
get everybody together who's going to play and then spend a rather long
time creating everybody's characters AT THE SAME TIME. This allows the
group to work out a common goal, compatible personalities, a good spread
of archetypes, a good leader, and so on. It also gives them a chance to
work out the group's backstory. Backstory is the string of events which
occurred that brought them together as a team in the first place. Perhaps
some of them were old friends, or old lovers, or old coworkers, or were
all put through similar adverse conditions which resulted in them teaming
up. Two characters may purchase a bartender contact and determine that
it's the same person. The rigger may purchase vehicles which make it
unnecessary for other characters to purchase their own. If somebody's
character runs out of money during the creation phase they can strike up a
deal with a "friend" in which they trade weapons, a ritual that dates back
to their hunting days in the NAN. Perhaps all of the players will decide
to start out rather weak, diverting their points and money in unique ways,
because they know that, with the group strength consistently low, the
gamemaster won't throw anything too tough at them until they build
themselves up. The possibilities are endless.
More importantly it allows players to keep an eye on each
other to make sure nobody is getting too far out of line with their
characters stats, power, etc. It also allows the gamemaster to interject
with advice and questions so he or she can stop potential problems with
the characters BEFORE they enter the game. The whole session is structured
rather democratically with each player being able to voice concerns or
complaints with the ultimate goal of "ratifying" everybody's characters
and, eventually, the entire team. And I know, as a gamemaster, I'm a
million times more likely to give the players and their characters a few
breaks if I can see how much effort they went through to create the team.
They deserve it. |