User:KisaChihaya

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Introduction

Hiyo~ This is Kisa! Welcome to my GM Page, Hopefully you'll find any answers to questions you have here, but otherwise I have an open DM policy on Discord so don't hesitate to hit me up!

Anyway time to learn what you signed up for >:3

Can you apply to a game where you have a high chance to decline the meet?

Feel free too! Just know I REALLY try not to do that. I do sometimes like taking a character that can add complications because I am a goober who needs to be bonked more, but I don't really intend for people to show up, get ready, and then just...leave. Of course, if there's something hidden that I didn't know about your character that can causes a line, that's ok! Here's what i will do, in the order:

  1. I ask if the player would like to play another in their roster
  2. If this causes a hole in the party that must be filled, I will ask the the discord if anyone can hop on
  3. If the player does not wish to play a different character, I add a character from the list of a similar type
  4. If this is not possible, I run with what is brought, and adjust the difficulty accordingly

Am I okay with players applying to jobs their character will actively attempt to thwart or derail?

If you as a runners agree that betraying the Johnson is in your best interest, then I will roll with it. Just know that actively derailing a run throws any difficulty scaling out the window, as the difficulty is crafted with the challenges of the run itself. If you're playing a High, and the Johnson is a Dragon, and you backstab them, well now the opfor is a dragon.

Views on realism and seriousness of the setting

I like Cyberpunk because of its grimness. I don't want to take away from the seriousness and the grittiness. However, I also recognize the settings repeat use of "refuge in audacity." I do think despite the corporations ruling everything, the Shadowrun 5e world does have space for hilarity, insanity, and just a rip-roaring good time. I think as a GM I tend to lean into the Mirrorshades, rather than pure mohawk, or pure trenchcoat. I have a high capacity for random BS, and I do sometimes think that the best plans can be defeated tactical and well-placed insanity.

Views on consequences and failure

Consequences and Failure are a big part of any game--however, I have never been a fan of binary failure and success. I find that it grinds the pace to a halt when one or two failures means a path forward is lost or becomes so difficulty it may as well be mission failure. Of course some things, like attacking, tends to have clear cut results based on failure and success, but when it comes to certain challenges and infiltrations, I tend to treat minor failures as successes that may contribute to an overall complication, and outright failures as immediate complications that have to be addressed, or perhaps still forward progress, but at a cost. This gets less lenient as the difficulty goes up, but I like to think even when I am running semi=prime or prime runs, there's still this idea of "one bad result" doesn't end the current plan of action.

Other things

I have two types of run in the future that I will differentiate: FNF (Friday Night Firefights) and Sandboxes. The difference is the FNF are quick one-shots designed to have a clear cut objective, are more fast-paced, and are designed to run within the hour limit posted, with hopefully no second session necessary. This does NOT mean I am not open to a second session, but the design at the start is intended to be a one-shot. This may mean there is not as much time to roleplay or spend a great deal of time deliberating: Your skills to think on your feet become important, and character mastery is more important. I may also employ more "failures as success with a cost" from a design perspective as this way the pace is maintained.

Sandboxes are the complete opposite. I put a grand challenge ahead of you, and the players will have the time to deliberate, plan, and execute. There are paths (often multiple different ones) that I provide, with set challenges and thresholds for success, and players are welcome to explore all, some, or use their own methods. If you've played Assassin's Creed or Hitman, the assassination/contract missions are a good comparison. Players will be expected to be more thorough and thoughtful of their actions and their consequences.