User:Eddren

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GM Style Guide

I like Shadowrun in all its flavors. I love Magicrun. I love Cyberrun. I love Methrun. Pink Mohawk to Black Trenchcoat. I'm game to run whatever type of game my players are running. But I also would like to say, as a GM, that I'm somewhat consistent with the NPCs. If I'm playing a psychotic king-pen who seems like he's probably hallucinating everything that's happening, that's great! He'll act that ridiculous the whole time. But if I've set a couple of average joes in a bar and you come up monologuing to them, they're...Well, they're probably gunna get weirded out and move on, hoping you're not hopped on BTLs. Generally just assume the NPCs will respond to you like a person would in the real world.

If you're okay with that response? Go to town with however you're going to act! I'm willing to work with your game. I'd just ask that you also keep in mind your fellow players; try and make sure they can also have a fun time at the table. If they're heading into a difficult mission, try to make sure you're contributing significantly. I would like to clarify: This goes the same with if you sit there and say *nothing* to a character. The pause will be long. It will be uncomfortable. The NPC will likely take a few minutes to respond, and when they do so, it's going to range between a polite reminder that maybe you have things to do, to quit being weird and do whatever you're supposed to do.

This actually goes similarly for actions that are purely character agency. If you're out on your own, and you're doing an action, and I tell you you succeed, maybe give you a short description...And then you just stop doing anything, I'm going to wait a little while to see what it is you're doing. If that's it, you're done, nothing else to do, let me know. Otherwise, I'm going to assume you're thinking. Keep me in the loop, it'll help to cut down on the awkward pauses.

I do love a good plan, though, and really the more Ocean 11-esque we get here, the happier I'll be. If you come up with some elaborate legwork, and a multistage plan that takes advantage of the skillset your characters have, by golly, I'll work with you! Just keep in mind that interesting stories are oftentimes told when things go wrong, so I'm probably not going to stop that from happening. In fact, I'm going to usually make plans based on the concept that you're going to take the easiest steps available to you, and punish not doing so according to the difficulty. For easy, this might be nothing at all. For Medium, maybe a minor inconvenience, maybe equivalent to a glitch. For Hard, this might mean you'll have to alter the plan, and that you might be less useful as a character, and for higher you could be looking at legitimate costs for success. To clarify: Basic steps include things like calling your contacts if you're a face, performing matrix research on the location and any known individuals associated, astrally projecting and visiting the location if you're capable, using detection spells, and performing flybys with Drones. If I impose a time limit on you, then I'll have factored that in and it's more likely the threats are going to play on your lack of time--But we're playing a game about criminals breaking into high-security buildings. Just skipping the legwork feels like it misses the mark a bit, unless this is explicitly a run about just killing people. That said, I'll absolutely let you burn edge to get out alive, because how far would our Schemers be if they didn't have an out ready? Bonus points to those who implement their edge-burning backup plan into the original plan.

I'm also a big fan of over-the-top car chases, so car stunts are almost always on the table. Tell me what you want to do and if it sounds remotely reasonable in the area you're in, I'll be willing to let you try. I would love to see a fast-talking conman walk his way through a highly secure location, so give me a reason why that could be reasonable and I'll be happy to work with you. Just remember, if you go into a well-guarded area dressed in only a nice suit, you better be ready for when things inevitably go wrong.

FAQ

  • Q: Did you steal this from Jit?
  • A: Yes, of course I did.
  • Q: Are you okay with players applying to jobs their character has a high chance of declining at the meet?
  • A: Depends. Are you doing it to do some shifty stuff on the side? Why then yes, of course. Just warn me in the application and we'll work it out.
  • Q: Are you okay with players applying to jobs their character will actively attempt to thwart or derail?
  • A: Certainly! I think you should be asking your fellow runners how they feel on that, though--After all, you're working with them at the end of the day!
  • Q: What are your views on realism and the seriousness of the setting?
  • A: For us, this is a game. Something that entertains. This comes first and foremost; I want my players to have fun. BUT: This is a role-playing game. And we need to be able to play that role to get the most out of the game. I don't expect full lingo or voice acting or anything like that, but just an acknowledgement that this is a deeply flawed world with people who struggle in it is good.
  • Q: How do you view the role of consequences and failure on a run?
  • A: Truthfully, this is the reason I hesitate to put a difficulty on any runs I do. How can I talk about how hard a run is going to be when that's largely dependent on the Player actions? A run with careful planning and coordination, more-than-adequate research, good use of contacts, and a healthy dose of luck might look from the outside like a milk run--When in reality, they bypassed several patrols of HTR-level guards, protecting an offline host protected by an incredibly talented Spider, with spiritual security done by a Drake being personally tutored by a Dragon.

On the other hand, I believe that a run doesn't start getting interesting until someone *does* fail. Even in a run where you're facing off against some ganger punk who stole your link, it can be really fun to have you sneak in, accidentally step on the remote which starts blaring some wild west trideo and now half the block's awake...And gangers associated with said punk. Suddenly you've got to nab your phone, make a quick escape, and lose the angry mob before they decide to show you why it's more worth it to get a new commlink.

Death, though, I'd like to avoid, so I'm always fine with burning edge--Just I'll make sure it leaves something for you to remember, and a story for you to tell.

Past Runs

NameMetaplotDate
The Jack Frost Jacking23 December 2085
Why did the Runner cross the road?20 December 2085
Silent Heist17 December 2085