This week I was going to follow up my Magical Theory article
with more elaboration, mainly because of some the interesting E-mail I
received regarding it, but as I prepare for my Winter break Shadowrun
campaign I came to a startling realization: The PCs don't seem to be
scared of anything.
I base this statement on the lone experience I had with my new
group of characters over my Thanksgiving break during which the group
encountered fire elementals, vehicle lasers, a room filled with drug
crazed maniacs, the possibility of paranormal animals, an air force base,
a few MP lasers and a heavy response team and NOT ONCE did any one of them
stop an go "Oh, shit." for any reason other than surprise. Not one of them
seemed to ponder the thought of what it may be like to be engulfed by a
fire elemental. Not one of them seemed to reflect upon the resulting
effects of having their sternum perforated by a laser beam. Not one of
them considered the possibility that the rattle in the woods may be a
group of Hell Hounds looking for a midnight snack, not simply a man with a
gun.
Then I came to an even more startling revelation: This was MY
fault.
When one of the runners was scouting a tunnel leading to a
targeted facility he tripped a laser trap and got shot through the leg. I
let it slide. "Just take light." were my exact words. I did the same thing
when he tripped two more of them. When I sent in the corp's vehicle laser
armed vehicle I just drove it right up to them, knowing full well the PCs
would be able to knock it out at close range. "I'll give them a break.", I
thought to myself. When the response team showed up I just had them hang
around for a few minutes and leave, even though somebody had just blown up
a nice, expensive vehicle and penetrated the inner confines of a major
research facility. When they encountered the fire elemental I had it hold
back for the most part. "Why roast them?" I mumbled in my mind, "They're
newbies....".
Damn, I'm an idiot. Now I've got a group of PCs who think
they're hot stuff because they beat the bad guys when, in reality, the bad
guys beat themselves. The force these PCs encountered could have easily
killed them twelve times over, and I should have let them. Hopefully it
wouldn't have gotten to the point that the PCs would have actually died,
they should be able to perceive the certainty of death and have the good
sense to pull out. The common sense to retreat. The fear that if they
don't, they could be killed. Even the fear that simply walking down an
underground tunnel will get them killed. Perhaps even the fear that just
standing in the middle of a empty parking lot eating a lolli pop could get
them killed. But, no. I gave them no reason to fear anything. I gave them
no reason to be PARANOID.
Paranoia is different than the fear that you might get
ambushed on a run, trip a sensor, or simply get shot. Paranoia is the
indefinable overwhelming fear that, even though you planned, prepared,
cybered, armed, and armored yourself, you can be killed at any time,
anywhere, for any reason. Players and their PCs seem to hold the naive
notion that simply being wired and owning a gun offers them some
protection from the dangers around them. On the most basic level, this is
true. If somebody charges a runner, he can shoot him. If somebody sneaks
up on a runner, he can react. But any enhancements, guns, or gadgets a
runner possesses shouldn't give him the slightest bit of comfort from the
fear effects of paranoia. Paranoia has no face and no name. It is not
something you can combat or defeat. It is the knowledge that right now,
right here, there is something that wants to, and can, kill you.
So how can a runner deal with something they can't fight? To
put it bluntly, they can't. For this reason there is no point in a runner
watching every step they take to be sure they don't end up getting
screwed. If the gamemaster uses paranoia properly, the effects will extend
beyond role-playing and into the player's mind. When he picks up his dice,
his hands should shake. His mind should be moving a mile a minute in an
ATTEMPT to prepare himself and his character for an adverse situations
which may arise. Simultaneously he will realize that there is no possible
way to prepare for these situations and his mind will start burning with
anxiety. This is paranoia. The knowledge that you can die, right now,
combined with fact that there is nothing you can do about it.
So why obtain guns, cyberware, spells, spirits and everything
else if, in the big picture, they are useless? Because they do help you
keep this paranoia at bay. They make you feel better. In the world of
Shadowrun your skills and your stuff are like a big fuzzy blanket that
keeps you warm and toasty on a cold winter night. But, in the back of your
mind, there should always exist a chilly, lingering thought that, at any
moment, somebody might set your blanket on fire with a blowtorch.
In conclusion, if any of my holiday players are reading this
right now, I've got some news for you: Fun time is over. You'd better
start getting real scared real soon. Because you can plan. You can
prepare. You can toss your spells and fire your bullets. You can drive
your vehicles real fast and smile real wide when you resist you drain and
damage. Just remember: I am faster than you, I am tougher than you and I
am better than you in every way. I know where you live, I know where you
sleep, I know what you drive, I know what you shoot. And I can crush you
like a bug under a Citymaster. So next time I you smile at your triple
twelve die roll I'd damn well better see a quiver of uncertainty in your
smug little face. Because I can rip that face off and feed it to a
Bandersnatch.
Oh, yeah: Merry Fucking Christmas. |