Difference between revisions of "User:Explosions/sandbox"

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(Actually I'm putting it in Threat)
Tag: visualeditor-wikitext
(Drafted Burning Edge section)
Tag: visualeditor-wikitext
 
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===Player Characters And "Not Dead Yet"===
Sometimes, even on a run where you think nothing could possibly go wrong, characters die.  The opposing force will get off a lucky gutshot that drops their physical condition monitor through the floor, the character will crit-glitch tossing a grenade bouquet, or something equally terrible will befall the poor saps on your table.  When that happens, the players have the option to burn a point of edge and use Not Dead Yet to avoid losing a character they've invested tons of time in - but it doesn't mean that the character will come out unscathed.


Due to the traumatic nature of a close brush with death, getting captured by a megacorp, and the like, ShadowHaven has a system in place to dole out negative RVP to represent coming back from the brink.  Depending on the threat level of the run, the amount of negative RVP varies according to the following guidelines.  The only exception is in cases where a Semi-Prime or Prime level run explicitly states that it won't be playing by these limits.
{| class="wikitable"
|+
!Run Threat<br />
!Negative RVP Limit
|-
|Milk Run
|2
|-
|Low
|4
|-
|Medium
|6
|-
|High
|10
|-
|Semi-Prime
|20
|-
|Prime
|40
|-
|Prime Run or Semi-Prime run with clearly, publicly mentioned disregard for edge burning mechanics in the run post.<br />
| -
|}
1 Negative RVP is defined as the following:
*2,000 nuyen in bribes
*2,000 nuyen in ware needed to purchase to recover (missing limbs)
*2,000 in lost ware or gear
*0.5 karma worth of a negative quality. That is to say, the buy off cost of negative qualities.
If a character burns edge to avoid death on your table, that opens a dialogue with the player to figure out the best allocation of these negative RVP.  As the GM, you do have authority over the exact mechanical effects, but in the interest of player agency, they should at least get a say in how things play out.  The only caveat is that you should avoid forcing characters to lose Magic or Resonance.
===Special===
===Special===


*Multi-Session: a run that takes place across multiple play sessions
*Multi-Session: a run that takes place across multiple play sessions
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn't even need to use ShadowHaven characters.
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn't even need to use ShadowHaven characters.

Latest revision as of 07:16, 8 July 2021

Various Bits and Bobs for the Site

Threat Level

Threat

The following are rough guidelines on threat level in game. For a more detailed description of each level, see Run Threat Descriptions.

Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).


Threat Descriptions

Threat Description
Milk Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.
Low Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.
Medium Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.
High High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.
Semiprime Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner's ability to escape before HTR can engage them.
Prime Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.

Player Characters And "Not Dead Yet"

Sometimes, even on a run where you think nothing could possibly go wrong, characters die. The opposing force will get off a lucky gutshot that drops their physical condition monitor through the floor, the character will crit-glitch tossing a grenade bouquet, or something equally terrible will befall the poor saps on your table. When that happens, the players have the option to burn a point of edge and use Not Dead Yet to avoid losing a character they've invested tons of time in - but it doesn't mean that the character will come out unscathed.

Due to the traumatic nature of a close brush with death, getting captured by a megacorp, and the like, ShadowHaven has a system in place to dole out negative RVP to represent coming back from the brink. Depending on the threat level of the run, the amount of negative RVP varies according to the following guidelines. The only exception is in cases where a Semi-Prime or Prime level run explicitly states that it won't be playing by these limits.

Run Threat
Negative RVP Limit
Milk Run 2
Low 4
Medium 6
High 10
Semi-Prime 20
Prime 40
Prime Run or Semi-Prime run with clearly, publicly mentioned disregard for edge burning mechanics in the run post.
-

1 Negative RVP is defined as the following:

  • 2,000 nuyen in bribes
  • 2,000 nuyen in ware needed to purchase to recover (missing limbs)
  • 2,000 in lost ware or gear
  • 0.5 karma worth of a negative quality. That is to say, the buy off cost of negative qualities.

If a character burns edge to avoid death on your table, that opens a dialogue with the player to figure out the best allocation of these negative RVP. As the GM, you do have authority over the exact mechanical effects, but in the interest of player agency, they should at least get a say in how things play out. The only caveat is that you should avoid forcing characters to lose Magic or Resonance.

Special

  • Multi-Session: a run that takes place across multiple play sessions
  • Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn't even need to use ShadowHaven characters.