User:FloobyBadoop

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GM Style

Hello there. I've been playing/GMing RPGs off an on for ten years now. My experience with Shadowrun amounts to several years of consistent play. I've run several campaigns, including a successful one that ended with a satisfying conclusion. My preferred playstyle is narrative and roleplaying over combat encounters. I try and take a serious and realistic view of the Shadowrun world, though in a setting like SR, it's hard to avoid some silliness. I have my own table on roll20, full of encounters. Normally, I work with my own house rules, but I won't be employing any of them in this living world campaign. My goal is to provide a fun and engaging experience for all my players at the table.

Core Questions

I am okay with players applying to jobs their characters have a high chance of declining at the meet. I have a number of runs in the chamber, ready to go if there is ever a missing player, or the players just don't like whatever run is being presented to them.

I'm okay with players applying to jobs their character will actively attempt to thwart or derail. If your character believes strongly enough in something that they'll willing to turn down money, ruin their reputation, or piss of their teammates if nothing else, then your character clearly has conviction. Obviously, if you're just trying to be an asshole out of spite, that's a different story.

As stated, I take a realistic view of the Shadowrun setting. Shadowrun, and the cyberpunk genre, are inherently bombastic settings, but the world is very real and serious for the characters within it. It's also enjoyable to take a serious look at how the merging of magic and technology can chance our lives. All that said, there is always room for levity.

I believe there are consequences to actions, and precautions should be taken to avoid getting in trouble. And with Seattle being what it is, getting caught will likely be more like a slap on the wrist than a real setback, especially if you have a good lawyer.