In this issue I've made a bit of an attempt to answer some of the questions
I've received over the last few weeks from frustrated gamemasters, some
of whom are on the verge of purchasing cross cut shredders for the express
purpose of destroying character sheets. Much to my personal glee I didn't
get through all of the questions, which means I'll have something to babble
about in Blackjack's Guide VII. Also, I think I'm beginning to repeat myself.
For these redundancies, I apologize. Also, I think I'm beginning to repeat
myself.
Playing Fair
Recently I've received a lot of E-Mail regarding problem players involved
in Shadowrun campaigns. The complaints range from an individual's tendency
to monopolize the game to the apparent need to create outrageous character
stats to a player being an outright asshole. While I'll cover a few of
the situations on a case by case basis later on in this article they all
fall into the category of violating one of the most essential rules of
any gaming system, or any game for that matter: Playing Fair.
The definition of "fair" differs greatly from situation to situation.
In Shadowrun I've always defined "unfair" as being anything which upsets
the game balance. This balance must be achieved on many levels; player
participation, pc statistics, attitude, aggressiveness, etc. When an individual
creates a situation which upsets any of these balances I consider it an
unfair action.
Consider, in brief, the idea of pc stats. If one player decides to create
a kick ass character with a bad attitude he throws off the game balance
for anybody who has the desire to play a less aggressive archetype. The
gamemaster has no choice but to send in his heaviest NPCs when combat is
involved and inevitably the weaker characters get torn to shreds in the
battle. The gamemaster cannot specifically target the offending PC because
it would not make sense. One group equals one target. By creating his kick
ass character the player has messed up the game for everybody else.
In an ideal world such an individual would simply create a character
more suited to the environment at hand. More and more I am finding out
that such people tend to be rather thick skulled when it comes to change.
It's a shame that some people want their fun, even if it's at the expense
of everybody else's.
The best way to solve such problems is to simply talk it out. The biggest
argument one will encounter from such players is the idea that they're
sacrificing their fun for others by making their characters, and themselves,
less aggressive. I think this is a shallow point. Almost all of such individuals
tend to create characters with the following attributes: High stats, aggressive
attitude, mindless killing. That, folks, is one archetype. Look at the
characters. They almost follow a formula. There might as well be a Kick
Ass PC printed in a book.
On the other hand there are a million other options if the player will
simply drop the Wired 3 and buy a van and guitar or a cyber camera or forget
the million and get some unique skills and build a story around them.
Unfortunately, discussion and logic won't always work, which is why
you sometimes have to find a bitter way to get the message across. Damn
shame...
21 Questions
I am a firm believer in the utilization of the 21 Questions. As a player
it allows you to figure out exactly what kind of personality your character
possesses and, as a gamemaster, it allows you to make sure the player is
following his or her own guidelines. The answers you give to these questions
are not to be taken lightly. At least not in my game. At least fifty percent
of the karma I distribute is based on good roleplaying, mostly measured
by how well the player portrayed the personality he or she created by answering
the 21 questions. If the character acts in ways that do not reflect their
personality they tend to get screwed, karmawise.
Think of your own personality, if the concept doesn't frighten you too
much. Mine tends to revolve around spending too much time mulling around
my apartment thinking of new and creative ways to justify not getting anything
done. The odds of me suddenly bolting out the door and "getting down" at
a nightclub are virtually nil. The one time I did end up at one I made
sure I kept myself sufficiently inebriated as to ensure I would remember
nothing of the experience the next day.
A character personality must be played in much the same way. If your
character knows nothing of luxury, having spent their entire lives in the
barrens, then, at the very least, they will have a hell of a time picking
out a suit for an upper class run. If a character of this type walked into
a clothing store and requested an Armani with pearl cufflinks I would really
begin to wonder what part of the barrens they were from.
One of the biggest problems players have with the 21 Questions is that
they find them too restrictive to their roleplaying freedom. Well, guess
what, having a personality is SUPPOSED to be difficult and, often times,
restrictive. If a player wants his PC to be a hotshot when it comes to
negotiation with corps he should have written that in at the time of character
creation and made sure it jived with the rest of his personality. A street
samurai from a lower class Redmond district cannot simply pull corporate
negotiation skills out of their ass. Even if, in reality, they can masterfully
negotiate they must suppress this ability and remember that their character
has never been in a building with more than ten floors, let alone an archology.
This does not, however, mean a character cannot grow. In fact, watching
a character progress from a rather naive street person possessing a bunch
of cyberware they sometimes fear and don't remotely understand is probably
one of the funnest (if "funnest" is a real word) part of the game. After
the Redmond street sam experiences the terror of attempting to negotiate
with a few stony faced guys in suits who not only have the comfort of armed
bodyguards but also a fleet of Auglers he'll have a better understanding
of exactly who he's dealing with. It would be an excellent time to pick
up that Corporate Negotiations skill.
But you have to start with the 21 questions and follow them until there
is a reason not to. And the gamemaster should make sure the player is following
these guidelines by withholding karma when they don't. During the game
the NPCs the character is dealing with should look upon the him with curious
and mistrusting eyes when he starts to act out of the ordinary. They may
accuse him of being on drugs. Or being psychotic. Anything to remind the
player of who they really are.
Eternal Archetypes
I've never considered the creation of characters based on the same archetype
a problem in itself. A problem arises when each of these characters is
played in an almost identical fashion. Basically, it's the same character.
Sure some of the stats may be a bit different but the PCs personality and
dispositions tend to remain constant.
If the player is creating a new character personality based solely on
the personality of an old one then, odds are, this new character is going
to end up the same way the old one did, usually dead. As a gamemaster the
biggest complaint you'll get from players when you try to persuade them
to do something new is that they won't have any fun using a different personality.
They'll say they like being a, and I quote from an actual E-Mailed complaint,
"cocky, braggart, trigger fingered, asshole." (Ok, the "asshole" was mine.)
Or, maybe, they're perpetually insane, or constantly wacked out on drugs,
or any number of possible personality constructs. They'll point out that
this is the only way they can have fun. Well, if they feel this way, not
only is the player narrow minded but their character is, ninety nine percent
of the time, worthy or getting killed. A snotty, uppity, annoying, vicious
type of individual doesn't last long is ANY world, especially that of Shadowrun.
In reality these people usually end up in jail. In Shadowrun these people
usually end up dead. As a gamemaster you have more than the right to make
sure the latter occurs.
The problem with most gamemaster approaches to solving this situation
via death is that it involves the illogical and spontaneous appearance
of many people bent on wasting the character. Instead the gamemaster should
use the logical and planned appearance of many people bent on wasting the
character. As I mentioned in Blackjack's Guide I, the more people the character
messes with or outright kills, the more people who will want to kill him.
Even if the character covers his tracks there's going to be at least a
few who figure out what he's doing. Some of these people may have a demolitions
skill and know where the character parks.
Identity Crisis
I'm getting really tired of waxing deckers who decide to place themselves
at the wrong end of the assault rifle. Perhaps the matrix makes a person
vaguely suicidal. I don't know. What I do know is that ninety percent of
the deckers I've encountered can't take a bullet, let alone nine of them.
Not that they should have to.
Lets face it, deckers are not built to withstand the punishment of a
fire fight. Neither are most riggers or a dozen other archetypes for that
matter. If, for some reason, they are able to fair well in physical confrontation
then they must be pretty bad at doing what they're supposed to do, such
as deck or rig or whatever. They are their archetype by name only, not
having the skills necessary to preform their duties properly.
This is bad because, although they may be able to kick a little butt
in the beginning, pretty soon they're going to realize that they've spread
their skills way to thin and therefore will never be able to stay up to
par in their profession. And even if they do get their skills up to a decent
level they'll be so far behind the level they should be that it may be
impossible to catch up to, say, a decker who was created for the sole purpose
of being a decker. A problem seems to arise when the individual creating
a decker, for some reason or another, figures he's going to get his face
bashed in if he takes a body of 3 and diverts all of his skills into those
he needs to successfully preform his job. This perception usually arises
because of one of two reasons.
The first is caused by a situation, probably in a past game, in which
he was placed into a position where he had to confront armed individuals
and ended up getting wasted. My question is: Why was the decker (or, again,
rigger or whatever) in such a position? Why in the hell wasn't he standing
BEHIND a fellow team member who actually knows how to use a gun and who
has more than enough dermal plating to take the bullets? Or even down the
street at a cyberterminal? For whatever reason it should be clear that
the decker should never, ever have placed himself in such a position. The
moment it was apparent that a fire fight was immanent he should have literally
dove (being careful not to scratch his deck) behind a fellow group member
who was more qualified to deal with the situation. If the decker was motivated
he would have attempted to find a location to jack in and start playing
with the lights or messing with local security robots or SOMETHING that
he could actually do. And if there were no other options then, perhaps,
he could have pulled out his light pistol and cracked off a few rounds
blindly while hiding behind a wall of ballistic concrete. If he was working
with a professional shadowrunning group the street samurai or former mercenaries
or anybody else with combat experience, and if these people liked having
him around, they would have pointed out, probably by pushing the decker
out of the line of fire, that it would be best if he left the fighting
to them. The last thing a group wants to do is lose their decker or, god
forbid, their rigger. How would they get home?
The second reason an individual may be motivated to take too many skills
outside of their given area of expertise is, and I hate to say this, a
bad gamemaster. If the gamemaster is constantly throwing large numbers
of heavily armed large people at the group, far to many large people than
its crew of sams or mages can handle, then the group is certain to get
wasted if all of its members don't have good combat skills. In such situations
it is important that the gamemaster balance what they send after the PCs
against what the PCs can actually take without getting totally smeared.
If the gamemaster has written up five guards with assault rifles and the
group consists of a decker, rigger, and a samurai then he may wish to drop
the number to two or three to create more of a balance. The decker will
run off and try to retrieve his vehicle, and the decker will huddle in
the corner and try to get his heart started again after seeing many armed
people coming after him and his friends.
Yes, many of you may or may not be saying, but what happens when the
group has no decker? Won't another character have to compensate for the
lack of decking skills by developing them? Uh, no. At least not in my game.
I figure, on any given night, there a plenty of NPC deckers who would be
more than happy to take a cut of the pay for doing what they do best. Hire
one. Sure it's a little extra work for the GM but nobody said his job would
be easy. In fact, you should buy him stuff for being such a nice guy.
But how can GMs directly deal with players who insist on trying to be
everything? I'm glad you asked. If the possibility of not amounting to
anything because the PC has a hundred different skills, none of which are
all that spectacular, doesn't phase them you can try a semi humiliating
technique I may or may not have brought up yet, depending on where this
particular section is placed in the final document. When a Johnson hires
a rigger or decker they want to hire a rigger or a decker. They don't want
to shell out new yen to a person who kinda-sorta knows decking but is also
pretty good at athletics, boxing, knitting, and a dozen other things. They
want to know what A: This person knows how to deck. and B: This person
has a good reputation. If he finds out the character once went to a decking
bar and got laughed onto the street because he mixed up the concept of
Constructual Object Expression and Expressional Object Construction during
a conversation along with getting his butt kicked while running Tam's Under
The Needle because he didn't know about the new Blaster upgrades because
he was too busy getting that wrist gyromount installed then, at the very
least, he's going to lose a few bucks from his paycheck.
If anything, choosing and sticking to an archetype will yield much satisfaction
when you realize that, despite your inability to fire a gun without flinching,
you can really kick ass in your chosen profession. And if you don't, you
may learn of the ultimate discomfort of getting wasted because you tried
to be a samurai when you were really nothing more than a data entry specialist
with a handgun.
Living In A Box
The exact opposite of having an identity crisis is when all a character
takes are skills directly related to their profession and absolutely nothing
else. Although this problem is rare it can amount to multiple degrees of
frustration for a gamemaster when he encounters a street samurai with no
vehicle, negotiation, ettiquette, or language skills whatsoever and no
way of justify why this is.
I'm not going to dwell on this subject because it's not that prevalent
a problem. All I can say is that, despite the feeling of annoyance I get
when I ask a character how they're going to get downtown and they reply
"I dunno.", this issue can actually create interesting roleplaying opportunities
if used effectively. Take, for example, the amateur street samurai who
has never once had a run outside his little corner of the barrens. He may
possess no vehicle skills because he has never, ever been in a vehicle
for longer than a few minutes. Or, perhaps, he used to be a gang member
and was just now attempting to escape his situation. Through a street contact
he hooked up with a group who needed muscle and, as the group's rigger
lands his Ares Dragon in the middle of an abandoned lot, the former gang
member looks upon the monstrosity with awe.
Or maybe not. In any case, and in contradiction to the above, having
a too limited number of skills is also a definite way to limit your roleplaying
possibilities. I will not allow a character to effectively negotiate in
the gaming world unless they have the proper skill, even if, in reality,
they could convince me the world was flat and that airplanes were held
up by strings. But, again, in contradiction to my contradiction, this also
gives the player the opportunity the roleplay the development of these
skills. Sure they may never be all that hot but they'll keep him from getting
his butt kicked when he tries to finagle his way past a bouncer by flashing
a few bucks.
Side Effects
A roleplaying issue which didn't really become apparent to me until
I read through the opening chapters of Cybetechnology is the effect that
various "internal" forces have on a character's tendencies and personality.
To clarify, these forces can include magical ability, perceptions of reality
through mechanical devices (such as decking or rigging), cyber and bodyware,
and other aspects. Until this point I had conducted the game under the
notion that a character becomes used to these forces and their presence
is eventually acknowledged subconsciously and does not need to be dealt
with under normal roleplaying circumstances. I see now I was greatly mistaken.
When something as profoundly life altering as cyberware or magical power
enters an individual or that individual's soul it is impossible to ignore.
Sure, they may get used to it, but I firmly believe they will still recognize
that these forces are there and they will profoundly effect the individual
for their entire life. Far too often I see a mage PC tossing around spells
without showing any acknowledgement whatsoever of the fact that they are
channeling a small aspect of something they, even after years of study,
hardly understand through their frail meat bodies. A samurai will waltz
around with high level wired reflexes, ignoring the fact that this equipment
creates the possibility that he will strike out and kill his own mother
if she surprises him. A decker may go through the simply process of buying
a soy burger after spending a two days in the matrix without even hinting
that he may not be perceiving this reality quite right and may, unconsciously,
try to use a nonexistent attack program to crash the nonexistent persona
of the very real troll who just cut in line in front of him.
When you create a character already loaded down with spells or cyberware
you sometimes lose respect, or simply never have respect, for the mysterious
mechanics or magic which effect your charector's existence. It is as if
the character was "pressed" at a factory, rolled off the assembly line,
and waltzed onto the street without a second thought about their cyberware
or the pain and confusion involved in getting it. Recently I gamemastered
a game in which a character, a former corporate worker with no more cyberware
than a datajack, was seriously injured attempting to hijack a truck. Fortunately
the individuals who hired the runners were connected, strangely, with Lone
Star who were nice enough to haul him, or what was left of him, to a decent
police owned medical facility. There the character had both an arm and
a leg replaced, although he didn't realize this until he awoke a week later
in a Seattle hospital. The player roleplayed this experience beautifully.
He hated the new cyberware, the phantom limb experiences, the fact that
he felt less human. He's still bitter, although some of this bitterness
has subsided since he realized the gleaming chrome from his right arm gains
him a bit more respect an allows him to fit in more at the runner clubs.
But, still, he has nightmares about an arm that is not his own. Sometimes
he drinks to suppress the feeling that the arm owns him and not the other
way around. Had he had the limbs from the start he probably wouldn't have
given them a second thought.
And on a final note to anybody who may view the roleplaying prospects
I've portrayed as being nothing but a string of downers, I present a situation
I experienced while, believe it or not, playing a PC. To make a long story
short my former Renreku company Man charector, on of the few Ex-Renrekus
who are still alive, and the rest of his team had entered an upper deck
of a parking garage. For one reason or another I was mulling around the
idea that wired reflexes make you incredibly edgy and at that exact moment
somebody tapped nt charector on his shoulder. My gun was out of its holster
and into the face of the offending tapper before the gamemaster had even
finished letting me know somebody was there. I observed, my gun a mere
millimeter away from his nose, a corporate official with the Renreku Red
Samurai emblem on his security armor. He spoke:
"Renreku high command has issued orders for the retrieval and/or elimination
of a certain Harashiko Grey. Would that be you?"
Bang.
Slaughtering Sammys
The following is a response I sent to somebody requesting a method of
dealing with slaughtering samurai. I would have elaborated on the items
written but I have a valid excuse not to, this excuse being that I am profoundly
lazy. - - - - Slaughtering Sammys are a definite problem. Before you take
any action against the character you should ask yourself one thing: Is
the character the problem or is the PLAYER the problem. Dealing with bad
ass characters is much easier then dealing with a bad ass player. The character
you can simply kill. Unfortunately certain laws restrict doing the same
to the player. If the player is the problem then you can waste as many
of his characters as you want and he'll just come back with a new one who's
a bigger asshole than the last. So, in short, I suggest the following.
PROBLEM CHARACTER: Most likely the rest of the PCs in his shadowrunning
group are just as pissed as you are. I suggest using the "you kill them,
they kill you" philosophy. What this means is that you don't make things
tougher for the character by bringing him, along with the rest of his group,
into a bad situation. You get a lot of NPCs he has wronged by killing their
friends, loved ones, ect., to target him personally. These NPCs have no
qualms against the rest of the group, they probably won't even try to hurt
them. They are after the Sammy, and the sammy alone. And if he's being
as much as a jerk as you say the rest of his group won't mind turning their
backs for a while. PROBLEM PLAYER: Since the player exists in reality you
can simply lecture him. And the lecture should have one aim: To make him
feel like shit. Degrade the bastard. Insult his roleplaying ability, because
if he is playing the same bad ass all the time he's not being all that
original. Let him know he's messing up the game for everybody else. If
he says he doesn't care, tell him, but only as a last resort, to "Go find
someone to play D&D with, you can't handle a game as good as Shadowrun."
Make sure this takes place before or after the game so it doesn't interrupt
play. And if he still doesn't care...tell him to go home. |