Perhaps it’s just me, but the thought of seeing 1,000,000
nuyen sitting on the credstick of a PC makes me kinda nervous. Even if the
PC mentions that he’s saving up the cash for a Move By Wire system and
some SOTA head gear, I’d still feel a bit jittery as I ponder how many
zeros are in the number ‘one million’.
Lucky for me, I’ll probably never have to experience such
pain, because the odds of one of my PCs accumulating 1,000,000 nuyen are
about 1,000,000 to one. Since the average payment of my Shadowruns rarely
exceeds about 50k, it is unlikely that the PC wishing to purchase the gear
would last through the 20 or so sessions necessary to accumulate such a
value. At least not with his patients intact. Also, by the time 20
sessions had past, FASA would surely come out with a few new sourcebooks
with titles like Killerware, and the PC would no longer be interested in
saving up for some puny Move By Wire getup, and would instead be saving
for a Teleportation Brain Matrix, or whatever headache inducing
paraphernalia FASA has up their sleeves.
So, exactly how do my runners get neato stuff if both I, and
they, know that the odds of them scoring enough cash are so slim? Well,
there’s a couple of different methods I use, most of which not only apply
to high priced cyberstuff, but vehicle mods, magic, and decker gear as
well. But first let me explain why I make it so difficult for runners to
accumulate so much raw cash in the first place.
First off, I have many a bad experience with players who have
accumulated too much cash. Half the time they didn’t even end up spending
the cash on stuff they needed; they blew it on extremely exorbitant ‘toys’
which did absolutely nothing to improve the way they function in the
Shadowrun world. An extreme example involves my friend Mike blowing about
half a mil in order to - this is true - coat his cyberdeck with Orichalcum.
Second, I often find that a player becomes a rather disagreeable person
when it’s time to receive payment for their run and they realize that, at
the rate they’re going, it’s going to take them 500 years to buy that
cyberdeck in the window. Even if I paid them 100 grand a run, the thought
of waiting a whole 10 gaming sessions is sometimes too much for their
morale to take. Third, I'd practically get my throat ripped out should
something occur within the game (such as the PC having to purchase a new
car, deck, or face) that results in them spending their hard earned cash
on something other than their grand goal. Finally, it seems that finally
accumulating 1,000,000 nuyen wouldn’t give the runners much of a reason to
run anymore. Look through the player’s 20 Questions and I’ll bet that half
of them mention a desire to quit running once they reach some kind of
monetary or property goal. Most of these goals could probably be bought
for 1,000,000 nuyen, thus leaving the runner with absolutely no good
reason to continue working in the profession.
Because of the preceding reasons (and many more) I created a
rather chaotic system of payment and purchasing designed keep the runners
with a minimal amount of cash, but still giving them the capital they need
to get the ware, vehicles, foci, and stuff they want. To go about
purchasing high priced gear, the runner usually uses a combination of 3 or
more of the following methods:
Cash: No matter what the runner is purchasing, there is
usually at least some cash exchanged. The amount may be almost negligible
compared to the total value of the item purchased, but it comforts the
seller since he knows that he’ll at least get something out of the
transaction should things go bad.
Exchange Of Services: A runner will often perform a service
for the seller in exchange for a discount off the price of an item. For
magic users, this may involve participating in a ritual of some kind,
running off to find a magical item, or engaging in some procedure than
involves the exchange of a karma point or two. A rigger may be given a
discount on a vehicle is he makes an few deliveries for the seller.
Sammy’s may get a discount of their ware if they go and steal designs for
new cyberware from some corporation. No matter what the exchange is, the
value of the runner’s actions or the booty they pull in as a result will
usually never exceed more than 50% of the price of the item they want to
purchase. Also, since this is in independent run, they usually don’t
receive the benefit of medical coverage or other expenses.
Exchange Of Goods: Often times the payment setup of one of my shadowruns may involve the runner receiving a certain amount of good for
use on a particular run. For instance, a rigger may receive a few
air-to-air missiles if his mission involves taking down a Panzer. Usually,
if the runner manages to hold onto some of these items (perhaps the
totaled the Panzer on the first shot and had two missiles left over) he
may want to exchange them for a portion of the price of a new object.
Gifts From Their Fixer: If a group of runners is doing rather
well, it’s in the interest of the group’s Fixer to make sure the group
gets even better. He may offer the services of a friendly mechanic, tech, talismonger, etc. to upgrade some of the runner’s stuff for a relatively
low price.
Blackmail: A runner may come across some information they can
use to pressure the seller into giving them the item at a lower price.
Occasionally, during a run, I’ll plant information that the runner can use
later in life to help themselves gain an upper hand in negotiations. The
runner must not become too greedy, however, as sometimes it will be
cheaper for the seller to simply hire some thugs to kill the runner off
than offer them a discount. Also, if the deal goes bad, the damage done to
the runner’s rep may be devastating - especially if the info the GM
planted was wrong.
Big Scores: Once in a blue moon the runners may hit on a high
profile run or come across an opened vault containing SOTA technical
schematics. The payment or booty generated from these types of runs can
suddenly net the runners hundreds for thousands of dollars. I usually
engineer a big score when I get the general feeling that the runners have
their sights firmly set on a big purchase, or are in need of a morale
boost.
Payment Plan: In my runs, paying for an expensive item in
installments is a common activity. Usually this occurs when the runner
purchases the item from a contact, but occasionally a runner may be forced
to go into debt if the costs of surgery or an unexpected accident results
in a batch of unexpected charges that the runner can’t cover at the
moment. If the runner goes into debt with a trusted contact, they payment
plan is normally pretty relaxed. However, if the runner is forced to
upgrade his ware in some dingy cyberclinic named Grog’s Cutups, he may
wish to pay his debtor back as soon as possible, lest he wish Grog to
reacquire his cyberware via a rather messy procedure involving large
pliers and no anesthetic.
The key to making all of this work is to listen to your
players hopes and desires and gently mold the game in a way that if the
runners work hard, they’ll eventually get what they want. I tend to keep
my runners fairly poor as I’ve found that desperation is sometimes the
best motivation a runner can have to do the job well. But this doesn’t
mean I annihilate their dreams at the same time. In the end - if they play
the game of 2050 life well - the runner can have anything he or she wants. |