Difference between revisions of "User:Terry Amburgey"

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==GM Style==
==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==
==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.
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==
==Sabotage a Job==
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==Seriousness Level==
==Seriousness Level==


Shadowrun is a serious universe and I like to play around that. Lighthearted moment would be a thing but most of the thing that I like to run involved professional and or pretty bad people that actually do bad thing. So I guess that the runner will become the main source of “non-serious” moment and I’m totally fine with that !
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.
 
Fair warning grim stuff could happen on the run and I’ll usually mention the stuff that could happen on the run or as a consequence of the run.
 
 


==Consequences and Failure==
==Consequences and Failure==


The bigger they are, the harder they fall, Who dares wins. Those kind of motto are a pretty good clue about how I play around consequences and failures. I will be more leniant when a well prepared action fail, than a daring one. Lack of common sense will be punished like everywhere but as much as I will punish a failed daring action, the good consequences will be equal.
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.

Latest revision as of 16:02, 17 January 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.