When I play Shadowrun as an actual player (which is virtually
never) I really beat up my PC. What would normally simply be called out by
the GM as light damage from a punch would probably give my PC a black eye.
After a big fist fight the first thing my PC usually has to do is go to a
dentist to get most of his teeth replaced because I informed the GM that
the moderate punch my PC just took knocked out all of his incisors. Light
physical may take off an ear lobe, or punch a hole in my hand, or even blow
off a finger. Moderate wounds may mess up my wired reflexes, break an
elbow into little pieces, or lodge a bullet in an uncomfortable - but
nonfatal - part of my skull. I don’t regularly declare that I’ve lost a
leg, although if I get racked by a serious wound, I just may. Even if my
PC took a grand total of moderate plus 1 boxes of damage during a run he
tends to emerge after it’s over looking like somebody who tried to
challenge a panzer to a fist fight.
People tend to question me about this. “Why in the hell,” they
say “would you do that to your own PC?” My answer is simple: I wrack up my
PC because my PC isn’t a condition monitor; it’s a person. When real
people take a bullet a stack of boxes doesn’t magically appear on their
chest and start filling up with ‘damage’. They lose fingers, get holes in
unnatural places, and end up with various body parts strewn around the
sidewalk. While PCs are sometimes comic book character-like in the way
they can shrug off damage, once they get hurt they GET HURT. Even when my
PC doesn’t get hurt I still relay the fact that the PC has been shot and
that he isn’t quite as well off as he was before. If my PC takes an SMG
blast to the chest and manages to roll off the damage I’ll still inform
the GM that my PC is dismayed over the fact that a few of the pieces of
his orthoskin are now lying on the ground. The next time I take a bullet
in the chest I’ll probably drop my armor rating by 1 to reflect this
damage. The point is that I don’t treat my PC as an action figure; I treat
him as a (meta)human.
This doesn’t necessarily mean that, when my PC is nearing an
important part of a run and takes Moderate damage, I’ll start blowing his
limbs off. I like to keep my PC alive as much as the next person and to do
such a thing would not only threaten his life more than it already is but
would also take him out of the game. At such junctures I’m more likely to
go for a more traditional simple wound to the chest or arm or something
like that. One thing you’ll never hear me say after my PC has taken damage
is a simple ‘OK’.
I allow the players in the games I GM to do the same thing.
Far too often (in other people’s games; not mine), the GM/player dialogue
during a fire fight (i.e. the dialogue when the events themselves are
described) takes on the following form:
GM: The moderate shot hits you.
Player: Damn.
This can get pretty boring after a while. Hopefully the GM
would also at least describe where the shot hit, which adds a bit more
depth but still leaves things kind of bland:
GM: The moderate shot hits you in your right cyberarm.
Player: Damn.
If the GM is really on the ball he or she may throw in even
more color, but the statement still tends to leave the player with little
to say in response:
GM: The moderate shot hits you in your right cyberarm, blowing
off several plates of steel and breaking the motor controls of your hand.
Player. Double damn.
The GM could ramble on about which individual cyber arm motors
were damaged if he or she wanted to, but the player would be left with
nothing to say except for a line pertaining to the fact that, yup, he got
hit. This is why I like to allow the player to generate some, or, in many
cases, most, of the information on exactly how his PC was hurt, as shown
in the following example:
GM: The moderate shot hits you in your right cyberarm.
Player: My grip on my pistol spastically tightens, shattering
the weapon. I stare at the arm for a moment, amazed at what just happened.
By making the above statement the player not only roleplays
the fact that his PC has been shot but also flushes out exactly how the
damage affected him (i.e. his cyberware has been damaged and is apparently
shorting out.) If I was the GM I would reward the player somehow for his
creativity; probably by dropping the physical damage to light. But, in
return, the player now has to fix whatever is causing the short in his
cyberarm (and, of course, buy a new gun). Since the damage received was
minimal, I would probably let him get away with only having the short act
up occasionally and wouldn’t be so mean as to insist that the PC continue
fighting with a completely useless and spastic hand. Unless, of course,
the player WANTED to have a temporarily useless limb because they might
view it as a challenge or because, hey, they were going to replace the arm
after the run anyway. One thing the PC is NOT allowed to do is forget
about the fact that his arm is damaged. This isn’t a one second deal with
the GM so you can get out of taking damage. You’re stuck with what you do
to yourself which, when you figure what the GM might do to you had you not
stepped in, may not be such a bad thing.
These small acts of player/PC empowerment don’t necessarily
have to apply only to combat situations, as shown in the following
example:
Store Owner: Can I help you?
PC: Just need a leather jacket.
Store Owner: On the rack in the second aisle. 750 each.
PC: Cool. (Browses) Hey, how much for this one that says
‘Harley Scropian’ on the back? Looks like they screwed it up.
Store Owner: They sure did. You can have it for 400 if you
want.
PC: Double cool.
The player decided that he’d add a little color to the game by
buying himself a messed up jacket. The thought of placing such a ‘prop’ in
the game probably never would have occurred to the GM. Since the action
doesn’t really throw off the balance of the game, I don’t see why the GM
shouldn’t allow it to happen.
Ok, now for a few examples of players taking control of a
situation in the WRONG way. Remember, the whole point of this PC/GM
interaction is to create a more colorful playing environment. It is not
intended to be used by the player solely for the purpose of personal gain.
Normally, both the PC and the GM should benefit in some way. It’s when you
tip the scales too much in either direction that things get messy,
requiring that the GM step in and make a few corrections:
GM: The moderate shot hits you in your right cyberarm.
PC: It pings harmlessly off the steel.
GM: ...nd ricochets up your nose.
Store Owner: Can I help you?
PC: Just need a leather jacket.
Store Owner: On the rack in the second aisle. 750 each.
PC: Cool. (To the GM: I walk over to the jacket that says ‘On
Sale’) I’ll take this one that says 20 dollars.
Store Owner: Ok, but it’s made primarily out of old cereal
boxes.
Giving the PC power to control their environment above and
beyond normal levels of interaction not only makes for happier players,
but less stressed GMs as well. Plus, the GM always has the option of
declaring what actually occurred before the players have a chance to
interject or, in extreme cases, ban player from making such decisions at
all if he or she’s being a jerk. Not that I’m saying that all players are
jerks.
Just about 95% of them are. |