GM Style Sheet: Shadowrun is a Hell of A Drug.
I'm new to running Shadowrun. I like having a good time and this is a game that I like to play with the players. Everything below will be structured as such.
My general guidelines are:
Player Agency is Paramount.
This covers a lot, but most important aspects are:
1) My tables, like all the tables on ShadowHaven use the X-Card system, which will be implemented and paramount in the games we play.
2) I generally will allow you to refuse meets/subvert jobs if it's within your character's reason to do so. (I will say I prefer if you mention on your post if you're going to submit the run as written on the job ad.)
3) When consequences such as burning Edge happen, I will assist you to make those consequences playable and real to the character's experience.
4) Nothing severe happens to characters without player's input. (That doesn't mean consequences won't happen, just the player will have decisions, choices and input.)
Respect For Everyone At The Table
That includes me and your fellow players. Frankly, we all make mistakes; be patient and respectful of each other and me. I am less likely to take players who create conflict with other players at the table out of character. In character, player conflicts happen, and are expected for good drama. A break may be called if tempers flare, however.
The Sixth World is Weird.
My runs will probably be fairly silly in scope: the current plotline/metaplot I'm running involves recovering memorabilia for a set of Johnsons that are auctioning off/selling it to buyers. Right now it's Magic the Gathering cards, but we might get into other things if it's suitably absurd. My GM style is probably pop-culture nerd absurdism meets Shadowrun, and I think most of my runs will be odd. Let's celebrate exactly how weird the Sixth World is and have a few laughs while we're doing it.
Don't Know What To Do? Go With It.
This is both for me and you at the table. If you literally are stuck on what your character would do on something, my advice; go with it. If the players propose something oddball, I generally lean into it, unless it's completely absurd. The First Rule of Improv is to find a way to say yes; and if there's no compelling reason why your character wouldn't I generally would find the 'yes' to the thing proposed rather than the 'no.'
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