User:PatGriffin
I stole this layout from Aurora and Orions
Reddit account: [1]
Style
I would say that I am a narrative style GM. I like to have a strong story with consistent themes and strong plot elements. One of the most important things to me is that people are enjoying the story that is being presented at the table. I would also say that the tone of some of my games are lighter than other GMs, but that does not mean that my games will never touch on darker themes or topics. I also like humor in my games, there is a lot of dumb things in the sixth world and I like to point them out during occasional runs. This does not mean that my games are an Adam Sandler movie, just like actual comedy timing is everything.
The Sixth World
Shadowrun is a pretty wiz setting right? With all the dragons, and cybernetics, and massive bug spirits that want to eat you and your entire family. The Sixth World is a pretty dark setting and there are not a lot of people out there are trying to make it better. Though, good things do happen and shadowrunners can sometimes be heroes or villians. In my games there will be times when players are on either side of that coin, and it will always be up to the runners how they want to play in this dark and twisted world. Though The Sixth World is also a setting of a lot of cool ideas and if you have a cool idea you want to bring to the table then you are more than welcome to bring it and test it at my table.
Some of the things that will be consistently in my games
- Free Spirits
- Dragons
- NPC contacts with little to no practical abilities Frank Davis's dependent Trashcan is a great example.
- Mega-Corps being evil
- Mega-Corps being stupid
- A lot of references to dumb things.
Pick Policy
When I am deciding picks I have two rough guidelines that decide my picks. 1. Roleplay potential. If your character seems to have the potential to do something that will add to the narrative of the run or to the overall story being told, then I will pick aim to pick you. If your character has strong themes and I think that they will be funny, sad, or just narratively interesting then I am more likely to pick that character.
2.Viability on the table When I pick runners, I like to pick them with the idea of that runner having the ability to do something during the run. I want everyone at the table to feel like they have something to do and are having fun. Some when I pick a team I look at how the team works together and if there is to much overlap on more then one skill.
Declining The Run
I would prefer that people do not decline the run, that's like reading the first chapter of the book and the hero stays on the farm. If there is a serious issue between your PC and the J, then I will most likely not select your character. Also if your character would have a serious issue with the work being done then it will be very unlikely that I select you for the run.
Thwarting/Derailing
I would far prefer that you do this then flat out reject the run. If you choose to work against the J or put an Ares Predator round throw the drekhead's skull then by all means you have the ability as a player to do it. If do plan on this route though, please inform me and the team before doing it. If everyone agrees to it then you have the go ahead to drive this train off its' rails.
Consequences
Consequences are a consistent theme. If your character does blow up the J after getting paid by them, then there will be consequences. Though sometimes screwing something up doesn't mean that you will fail. When you or the team mess up, there is always the option of something far worse happening then just failure. Get caught breaking into Seader-Krupp's lab, they just offer you a deal instead of filling you with holes. So be wary when messing up, but it isn't always the end of the world.