Next time you GM, ask your runners the following question:
“So, what are you good at?”. Odds are you’ve receive some mundane response
such as ‘magic’, ‘shooting people’, ‘rigging’, ‘decking’, ‘running the
shadows’, etc. While these responses may be fairly accurate on an
individual basis, they tend to reveal a lack of serious direction that
effects many PC archetypes.
For instance, a magician may have the goal of making himself
the best darn magician he can possibly be. Perhaps he’ll even choose a main
area of study, such as manipulation spells, and he’ll muscle up in that
category more than others. He’ll get all the neat spells like Light Ray,
Wall Of Fire, Turn Beer Into Piss, etc. and, eventually, turn himself into
a fearsome example of what not to mess with in the shadows. But, even
after he does all of this, you can probably ask him the same “So, what are
you good at?” question, and he’ll still respond with something like
‘magical manipulation’.
Boring. Probably as much for the player as it is for the GM.
Sure, the PC has a job and a personal specialty, with it’s as ambiguous as
identifying an F-16 fighterpilot simply as ‘pilot’. What, exactly, does
the magician do with his skills? Why does he learn one particular skill
instead of another? Often, the magician won’t know, similar to the way a
Sammy won’t really know the precise reason he just bought that M22A2,
other than the fact that it’s got the nifty integral grenade launcher.
Many players attempt to escape this process of ‘directionless
professionalism’ by working together to create entire shadowrun groups
based on a particular job, such as DocWagon Response Team, Rocker Band,
etc. This seems to work OK is some places, but many feel that
pre-determining such a stringent professional category often leads to
frustration and conflict as 5 different people try to create 5 similar -
but not too similar - PCs designed to do 5 different sub-jobs while still
trying to integrate personal interests into the whole mess.
Sometimes it’s easier to let the runners create a general
shadowrun group, and then just nudge them in the direction of a particular
profession that’s broad enough to encompass all of their talents, while
not restricting their initial character creation options. When the GM sees
his or her chance, they gently guide the group into a possible area of
specialty while, at the same time, giving them the room they need to back
out if the runners discover it’s something they’re not really into. One
example of a possible specialty: Weapons Of Mass Destruction.
So the runners take on a WMD run and, either through smarts or
good luck, they manage to get through it without a hitch. Perhaps Runner A
successfully used his minuscule electronics skill to defuse some kind of
nuke, Runner B used her decking skills to create an on the spot program to
keep the fuse mechanism occupied, and Runner C stood on standby, just in
case his levitation skills might have been needed in order to get rid of
the bomb had Runners A and/or B screwed up. So the runners get back
together with Mr. J, explain how well things went, when - wow, talk about
your breaks - another WMD run is available the next week. Even though the
concept of playing around with objects that could kill 10,000,00 people in
an instant makes the runners a bit nervous they figure, hey, the last run
went well, so why not try another?
So over the next few days they decide to read up on nukes,
perhaps formulate a spell or two designed to contain radiation, pick up a
microtronics toolkit designed by a bomb squad, and blow a few karma points
on improving their electronics skills. The next run comes around and, with
their new knowledge, the runners handle this one even better than the
last. As time passes, the complexity of these runs - and amount of pay
received for completing them - increases substantially. The runners invest
this cash in cyberware designed to pick up the smallest of radiation
leaks, programs that circumvent timers, and drones designed to defuse
bombs from a distance. Soon Johnson’s from other countries are contacting
the runners’ own Mr. J, asking for support. Finally, it becomes known in
the shadows that if you’ve got a problem with WMDs, you contact this group
of runners and nobody else. After all, WMDs is their specialty.
A WMD profession would provide for all the traditional
shadowrun activities - breaking into stuff, kidnapping, moving shipments,
etc. - but would also give the runners an idea as to how they should
develop their skills, talents, and abilities. When they sit down to decide
what part of themselves they’d like to develop, the answers will come much
easier because they have something to focus on. If, eventually, the
runners get tired of their particular area of expertise, they may choose
something else along similar lines or move onto something completely
different.
Having a specialty makes the lives of both the GM and the
players much easier by giving them something to shoot for. The game, and
the PC’s lives, finally have direction. |