Difference between revisions of "User:Terry Amburgey"
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I think that there has to be a chance of failure to enjoy a victory. The game mechanics at lower levels with smaller dice pools will ensure some failed dice rolls. Most of the time failing a single dice roll is no big deal. Those situations where a single roll is consequential are the ones that players can use edge and pre-planning. I prefer success & failure to be structured so that success has greater rewards than failure but both have rewards. | I think that there has to be a chance of failure to enjoy a victory. The game mechanics at lower levels with smaller dice pools will ensure some failed dice rolls. Most of the time failing a single dice roll is no big deal. Those situations where a single roll is consequential are the ones that players can use edge and pre-planning. I prefer success & failure to be structured so that success has greater rewards than failure but both have rewards. | ||
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Latest revision as of 14:39, 24 October 2024
[[User:{{{Terry Amburgey}}}|{{{Terry Amburgey}}}]]'s Character Portal |
GM Style
I find much of the jargon around style to be unknown to me. I'll start by trying to explain how I use three terms: Hooding, Black Trenchcoat, and Pink Mohawk. Hooding comes from the Better than Bad sourcebook and originally from the fictional character Robin Hood. Stealing from the Rich and giving to the Poor. I like runs that have the runners do moderately bad things for good causes. Moderately bad is important and I exclude assassination, sexual assault, physical torture et cetera. Financial rewards generally suffer but the karma is good.
I use the term Black Trenchcoat to indicate a serious and professional effort on the part of the runners. As the threat level table suggests, legwork, coordinated use of skills, and planning are important. Subtlety is good. Lethal violence brings heat and should be avoided.
I use the term Noir Hooding as shortcut for Black Trenchcoat Hooding.
I use the term Pink Mohawk as the polar opposite of Black Trenchcoat. I don't like it.
Once I acquire some verstehen about Mirrorshades I'll add something about it.
Declining at Meet
It seems that there are frequently more players applying for slots in a run than there are slots. If someone applies, is accepted, and then turns down the job they have denied someone else the chance to play and leaves the other players short-handed. I don't like that. If someone, for role play reasons, wanted to show up to the meet in character so that they can decline and leave...sure, no problem. Just let me know ahead of time.
Sabotage a Job
A player accepting a job and attempting to sabotage it is fine with me. There will certainly be consequences from other players but that's in the hands of the other players. As for NPCs they will react in accordance with their threat & professional level. For lower threat levels the loss of rewards and reputation are the only response.
Seriousness Level
Shadowrun is a dark and serious universe. I prefer games that give players a chance to combat the darker elements of life in the sixth world. Generally if grim stuff could happen on the run the objective of the runners is to stop it. My preferred type of run is Noir Hooding.
Consequences and Failure
I think that there has to be a chance of failure to enjoy a victory. The game mechanics at lower levels with smaller dice pools will ensure some failed dice rolls. Most of the time failing a single dice roll is no big deal. Those situations where a single roll is consequential are the ones that players can use edge and pre-planning. I prefer success & failure to be structured so that success has greater rewards than failure but both have rewards.
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