Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Sliver on <07-05-11/1617:54>

Title: Creating a gritty, realistic campaign
Post by: Sliver on <07-05-11/1617:54>
I've always pictured shadowrunning as a big risk job. It's highly rewarding in terms of financial gain, but has a huge impact on your health and well-being. Most runners are doomed to die a horrible death to gunfire or drugs.

This is the kind of campaign I want to run, where they get addicted to chems, lose limbs and loved ones. I want to challenge my players with a little more than just a few security officers with guns. Unfortunately, I've been having a hard time doing this in my campaign. My players seem to be avoiding drugs and mental problems, living average lived when they're not being shot at or recovering in the hospital. I can't force them to do anything, because that's not what a GM does. But I do want to sort of push them in that direction.

I also want to do permanent damage to them without ruining their characters. You know, take limbs, eyes, and have them lose essence and physical attributes. But I don't want my players to bitch at me, such as making a magician lose 0.1 essence and reducing their magic permanently by 1. I don't want some strength character losing a point of strength and bitching at me because I ruined his character. I can't even use glitches to enforce these, because glitches almost never happen and whenever they do, players just fix it with one point of edge.

So what rules do you enforce and how do you keep players from hating their GM for ruining their characters? Where's that happy medium?
Title: Re: Creating a gritty, realistic campaign
Post by: Critias on <07-05-11/1636:47>
Rules won't do it.  Communication will.  Talk to 'em.  Find out if that's the sort of campaign they want to run, and make sure they're all gonna be on board -- and then just do it

Don't worry about namby-pamby rules for it, if someone takes over half their physical health in a single attack, describe it as mauling 'em up real good and hammer out the mechanical details later.  Then slap 'em with an Addiction once they get out of the Street Doc's office, and let 'em know they'd better hope they know someone who's got a good line on Bliss, 'cause those painkillers the doc used were awesome.  Their normal lives dissolve in hails of gunfire from random go-ganger driveby violence, Humanis attacks outside the home, or a targeted assault from a corporate enemy or rival shadowrunner.

Rules, schmules.  If you want to start fucking with them -- which is not the same as fucking them, if they're on board for a little more grit and dirt -- just do it.  You don't need a rulebook for that, just an idea and the willingness to stick to it.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-05-11/1740:30>
Like Critias said, the key to a good gritty campaign isn't in the rules or enforcing rules, but in the players themselves. That said, you need to talk to your players and find out if they want to play in a gritty realistic campaign.

If your players aren't up for it, then no amount of pushing from you is going to get them to play it as though its a rough gritty world. Likewise, forcing players or using non-rules ways to make the game gritty will just make them gripe and hate the game if you haven't talk to them about making it grittier beforehand (or if you did and they said no).

Permanent damage is a great way to get across the risks of being a SR, but they hit some characters (like mages) extremely hard while other characters are fine after a minor surgery at the local street doc. Likewise addictions are good too, just like Critias said, don't forget that when they get healed up in a hospital they are most likely subjected to all kinds of pain killers and tranquilizers which are usually fairly easy to get addicted to.

Being gritty and overly realistic in the game is much more a matter of Roleplaying than it is using the rules to get what you want done. If your group is more into the dice and pink mohawk side of the game, then your best bet is probably just to run it that way if everyone is having fun (yourself included). If no one is having fun, then you have to ask yourself why are we playing and find ways to fix that issue.

I ran a game of Hell on Earth one time placed one year after the bombs had fallen (the normal time line is thirteenish) and the group was band of survivors that had run out of supplies in the old S-Mart they had been holed up in. I hit them with infection rules for scrapes and cuts, made them figure out on their own whether zombies spread though bites or not, and gave them an extremely hard time with the Fear Check rules from the game. By the fourth session all of them had at least one phobia and one had managed to lose a hand from a mixture of a poisonous spider bit (radioactive to boot) and infection. To make it even worse for the character, i realized right after they amputated that he was the two-fisted two gun kid gunslinger of the party. The player loved it though and scoured the wasteland trying to find a prosthetic hand to fit him (he ended up just strapping a mace to his stump and learning to club and shoot).
Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-05-11/1950:57>
As others have said, this looks like a case of conflicting expectations from GM and Players.

As GM, you need to know if your players are on the same page as you for a hard-hitting, savage campaign.

Normally in Shadowrun, the answer is "Hell no" as the players are already scraping Cash and Karma to get by, and suddenly needing a new hand or 20 Karma to replace a point of burned Edge means that the last few missions have been for nothing.

If however, you tilt the balance to make recovering from these options a bit easier (upping Karma rewards, Cash, Contacts etc), then the Players may be more open to the odd lost attribute, appendage or Magic point.

By default though, SR4 is already very damned dangerous and if your PC's are playing it smart, then they both:
A) deserve to be rewarded for it
B) look like they've already chosen a limited danger level by default.

We had a PC in Ghost Cartel's adventure try Tempo a few times, as it looked like fun and he was in the nightclubbing scene via background. He developed a mild addiction to it very quickly, but then when further scenarios came about in the adventure, he started spending Edge on those Willpower rolls to go cold turkey. Sometimes just the threat of what could happen is enough to scare the PC's... don't need to permanently impair them...just give them some temporary 'issues'
Title: Re: Creating a gritty, realistic campaign
Post by: Sliver on <07-05-11/2201:43>
I understand the role-playing aspect, and I've already been working on that. I'm also going to talk to my players about it.

Anyhow, I'm having an issue finding these rules you all are talking about. I looked through the entire "Running in the Shadows" section, and found nothing of fear checks. I'm really just trying to get a handle on the realistic gritty rules that are in the book.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-05-11/2312:03>
Well the example I gave was from another game, Hell on Earth, which is post-apocalyptic. It tends to be played in the same two styles as SR though (Pink Mohawk/Bad Action and Black Trench Coat/Gritty Real).

That said, I believe that Composure (Will + Cha) is what you use in SR to resist the effects of intimidation and fear.

The two questions you need to ask the group (and ask them as a whole):

A.) Are you more interested in Role-playing or Roll-playing.
  This is important, as if they are more interested in their gear and improving character stats than role-playing, then there really isn't anything you can do.
  Gritty campaigns where you scrape into the realm of addiction, missing pieces, and usually mental disorders are much more about character development than character improvement.
   In order for the Gritty Campaign to work, you want the players to actively want to role-play their character development. Think of it like a shooter game. You have players that are just interested in padding stats and players that are more interested in the story of the game. The two sides rarely agree that the same game is the best.

B.) Would you like to play a Gritty Campaign
   Just because players want to delve into character development doesn't mean they want it all to be gritty. I've actually seen many more Pink Mohawk games go into character development in the club scene than I have black trench coat or pure grit games.
Title: Re: Creating a gritty, realistic campaign
Post by: Critias on <07-05-11/2323:44>
I've actually seen many more Pink Mohawk games go into character development in the club scene than I have black trench coat or pure grit games.
This is one reason I'll never fully understand the crowd who scoff at "Pink Mohawk" or utter it like an insult.  In a game that embraces the silliness of the setting and lets players get away with some of the over-the-top antics a little more often, I find there's a little more room for people to care about their characters, and a little less of a tendency to be so worried about "efficiency" and "the perfect build."  In a Pink Mohawk world your characters can make mistakes, your players can spend karma a little unwisely and still be okay, and not every nuyen has to be spent with nothing but cold, hard, survival in mind.

When folks take gaming too seriously, it turns into work. 
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-05-11/2331:02>
Agreed, I find though that most game masters can only run Pink Mohawk or Black Trenchcoat/Grit campaigns well, but not both.

By the same token, most players can really only do one side of the spectrum well.

Hence why I suggest asking the group as a whole.
Title: Re: Creating a gritty, realistic campaign
Post by: Onion Man on <07-05-11/2339:40>
The real treasure is when you can combine a pink mohawk player (like me 60% of the time) with a group of gritty, trenchers (my local group, some gnomes not included), and still end up with a fly by the seat of the pants, white-knuckle ride through Lagos (God I hope we leave Lagos soon).
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-06-11/0137:47>
Oh yeah.

My first group was very into the Black Trenchcoat style of game play when I started playing with them to the point that they almost always did one session planning and one session for the actual run.

Four very high profile one session runs with far too many explosions later, they realized that they could manage a lot less planning and make it through as long as they covered the basics.

Two runs in particular were the funniest because me and another player managed to complete the run by ourselves while uhm...doing recon and everyone else was planning the uhm...backup.

The first time, we were hired to destroy a painting packaged in warehouse before it could reached the museum it was supposed to go to. To make things short, three drums of gas, two Redball Expresses and the world's smallest troll fire mage named Sparky lit the whole warehouse up like christmas while the rest of the group were still getting the train schedule for the shipping company.
Title: Re: Creating a gritty, realistic campaign
Post by: Black on <07-08-11/0201:55>
Same thing happened for a group of mine.  One player was very much a planner, while several others where doers.  So while one group of players is spending time recruiting muscle for a wetworks opperation, two other player scout the policlub their about the raid, start talking to recruiters, enter the building, one sneaks out, but gets stop by the club boss, the other clumsly tries to take a photo of the lead muscle for the club.  Small discussion over ownership of the phone leads to a stun bolt leads to... well a very, very close thing.  But after all the dies have been rolled, the two scounts completed the mission in under 30 seconds, long before the other half of the team could arrive with back up.  They did need the first aid though...  second lesson learnt.  If your the only healer, don't get shot.  If you don't heal (or even have fricken first aid), carry some patches at least...
Title: Re: Creating a gritty, realistic campaign
Post by: Mystic on <07-09-11/0847:40>
I feel like a broken record...or would it be CD....or an iPod stuck on repeat?

Consiquences. Want to make it gritty, or heck insane as hell? Keep track of who the runners may or may not have pissed off or helped.

Perhaps the runners had to rough up a kid who turns out to be a relative of another runner with a temper. Or, maybe because of their actions, they had to ruin the life of Sam Wageslave and they encounter him or his family on the street. Maybe that street doc they been helping turns out to have been kidnapping kids for organlegging, and you just stole some paydata that just upped his "research" by a factor of ten. Or conversely, they help someone out or do something say the local Mafia Don likes, it may lead to a favor...for now.

Want gritty, IMHO nothing says "gritty" than having to deal with past sins or the responsibility of what you have done.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-10-11/0342:42>
Almost forgot the most important part of the realistic setting advice (I was caught up in the grit). In a realistic setting, players are not overly exceptional like they usually are. It may take a few low-lifes to compete with them, but any trained professionals should have skill ratings on par with those of the characters and highly trained professionals (SWAT, Rapid Response Teams, Red Samurai, ect.) should be able to put them to shame unless they have a great plan.
Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-10-11/1859:09>
Almost forgot the most important part of the realistic setting advice (I was caught up in the grit). In a realistic setting, players are not overly exceptional like they usually are. It may take a few low-lifes to compete with them, but any trained professionals should have skill ratings on par with those of the characters and highly trained professionals (SWAT, Rapid Response Teams, Red Samurai, ect.) should be able to put them to shame unless they have a great plan.
Hmmm, while I see your point, I really disagree here.

It's one thing to be surrounded by people who are better than you (in skills, equipment, superior numbers or support), however if the runners aren't a cut above the regular crowd, what the heck are they doing running?

This sounds like a low-power campaign, not necessarily a gritty realistic one.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-10-11/2224:53>
Read it again. That's advice for the realistic part of the campaign. Grit is != Realistic and vice versa. The OP said he is creating a gritty and realistic campaign, hence the adding of advice for a realistic campaign.

I usually run Shadowrun this way, and with 4th edition dropping all of the gear prices down it makes much more sense than it did in the price inflated 3rd edition. Shadowrunners in my games run because they have no other options (Criminal SIN, No SIN, Refugee SIN, Burned, or just no other skills (retired Merc/Vet that couldn't get back into normal life)) rather than because they are better than the competition. Life in the Shadows should be deadly.

I'm not saying limit the players, I'm saying beef up the opposition. Use the standard Lonestar Officers in the book as the new recruits and give normal officers a stat and skill boost to be a threat. The players power level never changes, just that of their opposition.

Again, this is for a realistic campaign, not a gritty one. The gritty ideas were up top in my first couple posts.
Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-10-11/2241:57>
Read it again. That's advice for the realistic part of the campaign. Grit is != Realistic and vice versa. The OP said he is creating a gritty and realistic campaign, hence the adding of advice for a realistic campaign.
Indeed... have edited my post above (where I meant to write Realistic, but had a brain-fart and wrote gritty)

Realistic is always a relative term when dealing with Sci-Fi (not just SR4 :) ), but again, it's one thing to have the average Joe thrust into a shadowrun (eg Eagle Eye w/ Shie LeBoeuf) vs an otherwise skilled, but hesitant ex-soldier (eg Rambo: first Blood).

The players can be either, and still retain as much grit and 'realism' as the campaign requires.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-10-11/2321:59>
I've never been able to actually watch the Rambo movies (just the wrong flavor of bad action movie for me), but my go to example of realistic for an action based game is Die Hard (the original). Its got a lot of insane stunts in there that should not work (fewer than most action movies though), but John McClain and the be on even footing. What does John have on his side, luck (edge).

What I was saying is that trained shadowrunners have good skills. Trained Police Officers should have good skills. Trained Soldiers should have good skills. By RAW (not gritty, not realistic) this is not the case, corporate security teams are the equivalent of a basically a 260 BP character, horrible at their job (they default Perception checks), and have no ware or ways of augmenting their abilities (vision mods, drugs, ect.). Yes the GM can change this, and that's exactly what I'm suggesting for a more realistic campaign.

Whether the player is playing an average joe or a soldier is irrelevant to what I'm saying. I'm suggesting an increase to NPC's power and ability to perform their jobs.

Low Power = Characters are  more restricted and/or more limited.
High Power = Characters are less restricted and/or less limited.
Grit = Characters having to deal with the consequences of their actions, but strays toward the darker dingier side of consequences. (More likely to get addicted to chems from being in Intensive Care for a month than have to worry about repairing your credit score)
Realistic = Characters have to deal with consequences and are closer to the world. (While this can include having them deal with their credit scores, most players probably won't care for that type of game. Usually this type is achieved by narrowing the gap between the NPCs and PCs so that they don't feel so detached from the world).

You can have multiples (For instance limiting the players and bringing up the NPC power level would be a Low-Powered Realistic campaign) but that doesn't mean that every single one has to have multiple elements (having normal characters that regularly face corporate security and law enforcement at the same level as them doesn't restrict the players in any way).

There is nothing more realistic in Shadowrun than knowing that the ganger with a light pistol could get a lucky shot and take you down (as opposed to the extremely ridiculously lucky shot that the GM edged to take you down that it is normally) and that trained Knight Errant personnel will take you down if you toe out of line. Realism is meant not to restrict characters actions, but to make them truly think about the consequences based on what the world can and will do to them for it.

How exactly does beefing up NPCs to a realistic level make a campaign low powered?
Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-10-11/2353:23>
How exactly does beefing up NPCs to a realistic level make a campaign low powered?
*shrugs* I think you're trying to 'fix' something that's not broken.

SR4A p.281 - Corporate Security. (aka Rent-a-Cop)
Average Joe (Most attributes at 3, including agility), Professional Training ((Ranged/Melee at 3), with an Armoured vest and an SMG.
Primary Dice Pool: 6.
This is your basic Night-watchmen, whose job description is: Security guards receive just enough training and equipment to respond to incidental street violence

SR4A p.282 - Lone Star Squad Member
Above Average Joe( Attributes of 3-4), Professional Training (Ranged/Melee at 3)

LoneStar Lieutenant:
Key attributes at 6, Professional training (Ranged/Melee at 4), Better equipped (Augmentations, Smartlink)

Your minimum-wage security guard today is a guy with a d-cell mag-lite and a bunch of keys.
In SR4, the same guy has an armoured vest and an SMG.

Your standard beat-cop today has a 9mm, taser and a nightstick
In SR4, they also get armoured jackets, stun batons and combat drugs

I think where we're arguing is on the defintion of Realistic.
You seem to be of the opinion that this means that 'Runners are regular Joe Average forced into Shadowrunning.'
I alternatively believe these can be highly-skilled individuals (ex-Soldiers, Hackers, Awakened etc) whom have turned to crime for one reason or another (and you gave a list of really good examples in this regard).

I think the tone of 'Realism' is less-easily defined than just by power levels. It's about how you make them feel. Are the Players IMMERSED in their characters? Are they SCARED in a firefight? And I agree with you, do they fear the CONSEQUENCES of their actions?

I'm with you on all these points. I just don't think that the power-level discussion is a factor in the realism of the campaign.

I mean seriously, we have AI's in the Matrix (Hell, we have the Matrix for a start :) ), we have drone/gunships providing 24/7 surveillance and security, a Dragon president just got assassinated and the kid-next door just got a degree in Thamaturgy from MIT. Realism is already a stretch in description, so it all comes back to the player experience WITHIN the campaign... not the power-level of the campaign itself...
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-11-11/0040:51>
Quote
*shrugs* I think you're trying to 'fix' something that's not broken.

I'm not trying to fix anything. I'm offering a suggested way to take the standard shadowrun rules, and play them in a way that makes for a different feeling campaign. Its not broken by any means the way it is and I never claimed it was.

Quote
I think where we're arguing is on the defintion of Realistic.
You seem to be of the opinion that this means that 'Runners are regular Joe Average forced into Shadowrunning.'

I alternatively believe these can be highly-skilled individuals (ex-Soldiers, Hackers, Awakened etc) whom have turned to crime for one reason or another (and you gave a list of really good examples in this regard).

I think what we're running into here is that you seem to think that the standard SR campaign is realistic. I don't think that realistic runners are average joes, I just believe that they begin their careers as average and develop just like everyone else, on an even level. By standard they don't. Take the Lonestar Lieutenant (a grizzled veteran that has worked the beat for several years and no where near four hundred build points.) A Runner that does a run a month for one year will wipe the floor with him (400 build points and lets say 70 karma).

I don't really get where you're coming from. How, in any way, does beefing up the opposition make a highly skilled runner any less highly skilled. That's like saying that since SWAT snipers are highly skilled, Ranger snipers are no longer highly skilled.

If the OP is asking for help making his game Gritty and Realistic, this implies that he doesn't feel the standard campaign and rules are realistic and is looking for a way to make it more so.

A Lonestar Officer that has been on the job for ten years should in a realistic world have the abilities related to his job at the same level as a Runner that has been running for ten years.

Your definition of a realistic campaign seems to just be a definition of good GMing. A good GM can do this in a high powered pink mohawk game where he hands out Edge like candy.

In standard shadowrun there are some people out there as good as you and some out their that are better.

In realistic shadowrun there are a lot of people out there as good as you and quite a few out there that are better.

Its not about trying to realistically define the sci-fi elements of the game as much as giving the setting a hard-boiled feel and bringing the elements that we know from everyday to the forefront. One of the biggest elements of the average person's life in today's society is competition, and almost everyone knows of many someones better than them.

Your realistic characters exist perfectly fine within my suggested realistic campaign, and you still didn't answer how it makes it low powered. Again, I'm not trying to fix anything, just give an alternate path for a different feel.
Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-11-11/0114:32>
Your realistic characters exist perfectly fine within my suggested realistic campaign, and you still didn't answer how it makes it low powered. Again, I'm not trying to fix anything, just give an alternate path for a different feel.
Hmmm, I'm starting to get the feeling that we can never have a civil discussion. We don't seem to ever be eye-to-eye, and my rep's starting to show it.

In regards to 'fixing', you said to just pump up the opposition.
I said that's the same as leaving them as is, and downpowering the PC's.

Hence, it looks like you're just messing with the power-levels to make the game more 'realistic'

IMHO this is unnecessary.

I don't think that realistic runners are average joes, I just believe that they begin their careers as average and develop just like everyone else, on an even level
So if they're not average joes, but begin their career as average.... what are you actually trying to say?  ???
Are you talking about their career as a Shadowrunner? Their career at Lonestar? Their career at the stuffer shack?

And no, a police officer who's been working for ten years is not getting the same experience as a runner who's been in the business for ten years.
Experience comes down to intense activity. The vast majority of police-work is hum-drum paperwork, briefings and routines, with a few significantly intense moments thrown in. Ask a beat cop how many times they've had to discharge their weapon. It's not a lot, and when they do they get taken off shift for days at a time for counselling, reports, debriefings etc.

Shadowrunners are deliberately throwing themselves into firefights, infiltrations, kidnappings etc on a frequent basis (and even if just once a month, a moderate Shadowrun still has 4-5 scenarios of Infiltration, Firefight, Bar-brawl, Intense Negotiations, bribery etc). It's a concentrated dose of do-or-die training on a regular basis that is more in line with consistent SWAT training.

So, if you want to compare Shadowrunners (400BP is for a Professional, competitive shadowrunner, not a newb) you're better off comparing them to a SWAT officer, not a beat cop.

And back to original point, adjusting the power levels of opposition isn't necessary. Here are some things to make life more realistic for everybody (PC's AND NPC's)
- Harder healing rules (options already available in SR4A running the shadows chapter)
- More knockdown tests on damage
- Legwork requires an extra threshold number
- All armour is 1d6 lower than rated when calculating damage resistance (to reflect the randomness of bullet impact points)

These are universal game mechanics easily applied across the board, without having to modify the abilities of _just_ the opposition (which smacks of power-GM syndrome)
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-11-11/0150:12>
Quote
And back to original point, adjusting the power levels of opposition isn't necessary. Here are some things to make life more realistic for everybody (PC's AND NPC's)
- Harder healing rules (options already available in SR4A running the shadows chapter)
- More knockdown tests on damage
- Legwork requires an extra threshold number
- All armour is 1d6 lower than rated when calculating damage resistance (to reflect the randomness of bullet impact points)

These are universal game mechanics easily applied across the board, without having to modify the abilities of _just_ the opposition (which smacks of power-GM syndrome)

Increase a Lonestar Officers  skill + Attribute and he will do more damage (increasing heal time), have a better chance of knockdown, and be able to bypass more ammo. This is all without having to handle extra paperwork from houserules.

Lonestar is not the same as our police officers today. They are a security force as opposed to law enforcement, and I doubt they have to get counseling every time they discharge their weapons at an enemy (Do modern PMCs have to). Add in that much of the 2072 comes from the SINless whcih don't even exist (further increasing police brutality) and I think that Lonestar Officers see much more violence than modern day officers.

I'm not saying that every officer stationed in downtown or council island is going to be a combat expert, but a grizzled veteran that has been patrolling the border of the barrens is likely to have been using his skills regularly.

But this brings up anther important point that ties into the difference between low powering the characters and upping the NPCs. I'm not just talking combat skills here. Tech level can be increased as well as other skills to make things more realistic.

A veteran lonestar officer may not shoot his weapon constantly, but it is not uncommon for them to have to pursue vehicles, chase suspects (they always run), or take down suspects (I've seen a large number of tackles just on campus). He would also use perception all the time.

He is also part of a security force that can move him into combat areas they are in control of, call on him to help with intrusions onto corporate territory that they have a contract with, and most likely give him training on par with PMCs to begin with.

If you're a player and your GM is a power GM, he'll find a way to be one no matter what rules or type of campaign he runs.

How is my rule not more realistic for both PCs an NPCs? PCs are no longer nearly super human compared to the average patrol officer, they are like more adaptable versions of the NPCs (and luckier).

And again, the OP asked for rules to help get the setting he wants. What you suggested can work if you want it to and so can mine. I just find that using additional or different rules than standard tend to cause much less of a squeal when you keep the need to remember/keep track of it to a minimum. Adjusting the opposition only requires additional work on the GMs planning.

And before it gets brought up, I've already stated that the GM needs his players to be on board with house rules and this style of campaign.
Title: Re: Creating a gritty, realistic campaign
Post by: JoeNapalm on <07-12-11/1239:27>
I've always pictured shadowrunning as a big risk job. It's highly rewarding in terms of financial gain, but has a huge impact on your health and well-being. Most runners are doomed to die a horrible death to gunfire or drugs.

This is the kind of campaign I want to run, where they get addicted to chems, lose limbs and loved ones. I want to challenge my players with a little more than just a few security officers with guns. Unfortunately, I've been having a hard time doing this in my campaign. My players seem to be avoiding drugs and mental problems, living average lived when they're not being shot at or recovering in the hospital. I can't force them to do anything, because that's not what a GM does. But I do want to sort of push them in that direction.

I also want to do permanent damage to them without ruining their characters. You know, take limbs, eyes, and have them lose essence and physical attributes. But I don't want my players to bitch at me, such as making a magician lose 0.1 essence and reducing their magic permanently by 1. I don't want some strength character losing a point of strength and bitching at me because I ruined his character. I can't even use glitches to enforce these, because glitches almost never happen and whenever they do, players just fix it with one point of edge.

So what rules do you enforce and how do you keep players from hating their GM for ruining their characters? Where's that happy medium?


I've actually done this in other systems that didn't really support it, and the bottom line is you've just gotta GM it (ie, improvise!).

Using 1e D&D as an example - I did something of the sort, where characters who were badly injured suffered long-term consequences if they couldn't get magical healing after getting knocked into deep negative HP in a single attack. After a 10 year long campaign, most of the surviving players had proud battle scars, at the very least. Some had missing eyes, damaged/missing limbs, etc - sometimes impacting stats (Charisma in the case of the guy with horrific burns, Constitution for the dude that got crushed, etc).

The vital point is what you're already hitting on - you can't attack a character's core premise. If your player is a Gunslinger and you slow him down, he's probably not gonna be enthusiastic about the idea. Your big Troll brawler losing STR is going to upset the player, most likely - unless there is a story-driven way to fix it, I'd back it off. Give him a cool scar or he loses an eye, maybe he can RP it up and enjoy it.

That's why I recommend just improvising - don't have hard fast rules for how it works. Maybe imply that you have such a thing (what your players BELIEVE is sometimes more important - if they think you have a system, they might feel it's more "fair"), but even if you DID come up with rules, I'd advise fudging to the point of just making it up...that way you can control what happens.

If you have a player that's fine with being in a wheelchair or blind, and you think it could actually add to the story - go for it. If the player won't be upset about scars or missing digits, so be it. But a rigid system could lead to "ruined" characters, as you said.

Now, in a system that DOES support this stuff, like CP2020 (and the Old West/Spy/various other games I based on that system) - hell, I blew limbs off left and right. But it was accepted that it was a realistic, gritty combat system that didn't pull punches.

SR4 isn't that system. It is meant to be cinematic, not a simulation. Nothing wrong with it - just a different style and focus.

-Jn-
Ifriti Sophist

Title: Re: Creating a gritty, realistic campaign
Post by: Charybdis on <07-12-11/2028:51>
SR4 isn't that system. It is meant to be cinematic, not a simulation. Nothing wrong with it - just a different style and focus.
Excellent summary. +1 for you :)
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-13-11/0118:02>
I feel its important to point out that while you can't permanently damage a characters primary stats without them feeling its personal (unless they really ask for it to be that gritty, and I mean literally), you can always temporarily hit them when the situation permits.

A street sam spent the night partying and found his way into an ambush the next morning? Feel free to hit him with penalties to Agility and Intuition. (And from personal experience with being hung over next to a firing range, he'd be lucky not to take stun damage from the gunshots).

I do feel the need to say that a Gritty and/or Realistic campaign needs to be decided on before the game starts so the characters can be made accordingly. Characters for a normal game seemed to be made with every future bit of Essence or Karma prepared for ahead of time. In a more realistic game, they have a role to play and some ware/goals, but things change more easily as the character develops.

Joe's summary of the SR4 system is completely accurate, one of the hardest parts of me moving over from SR3 was trying to get over the lack of grit.

That said, you can follow what most of the posters have said and still play a gritty game, just realize that its not what most people expect in an SR game and make sure they're on board.

 At the end of the day, you have to ask yourself two questions:
-Am I, the GM, having fun?
-Are my players having fun?

If the answers are both yes, there is nothing wrong. If the answers are no, work that out first.
Title: Re: Creating a gritty, realistic campaign
Post by: Cass100199 on <07-13-11/1457:54>
In one of the books, I forget which on, a skill level example is given for the numbers. For instance, in Firearms, a "3" is your average Soldier, the normal every day grunt. He/ she has trained on various weapons systems, qualified with them, been taught how to use them, etc. Going further a "4" is a combat veteran. He/she has applied the lessons to real life and is competent in their use in real life; "5" and "6" are your cool kids, specops, competition shooters, etc.

So, in regard to this whole power-up/ power down "realistic" mess up above, it isn't hard to base your NPC's skills on relative experience. A LS/ KE Lieutenant is probably going to be a "4". He may not have been in military combat, but I'm sure at some time he's become exceptionally proficient and taken part in some sort of combat. If he/ she is SWAT, he's probably a "5", so on and so forth.

Having realistic NPC's is not a bad thing. A beginning runner is a newbie, for the most part. They may have some skills in their background that are exceptional, but as a career path, they are new. A brand new, out of the box, runner shouldn't be able to take on an experienced tactical unit at even power. For one, they (the opposition) aren't new, but it also creates a false sense of invulnerability to your players. How many players will think to themselves that straight forward kinetic solutions are the best ones if they take down a Red Samurai team on their first run? And yes, the rules do allow for a brand spanking new character to come out of the box carved out with all the cyberware they can fit under their little skins, but then what? Where is the growth? Where is the long term investment of creating a character who has to continuously adapt to keep an edge? To take dangerous jobs and get more nuyen to buy cutting edge technology and stay ahead? If all you want is stats and numbers, make the investment in some Warhammer.
Title: Re: Creating a gritty, realistic campaign
Post by: Sliver on <07-14-11/0233:16>
I like the advice, Crash. Making it realistic was really my main goal, and I love the ideas.

I have a question, though. All I know of is Composure (Will + Cha), and I want to know if there is a list of these rolls or are they just community things?

Also, how can I reduce the amount of money my runners have? I pay on average 20k for a run, and the players always have more money than they know what to do with.
Title: Re: Creating a gritty, realistic campaign
Post by: Mystic on <07-14-11/0242:32>
If they have too much money, maybe try and make it to where they have to buy things.

Replacing gear and weapons is a good start. Guns jam, equipment breaks, and ammo ALWAYS needs replacing. That last one was a particular favorite of one of my old players. He used to blow through ammo quickly and never realized I was keeping track. Sucked when I asked him "So when DID you replace the 100 rounds you had for that SMG?"

Maybe some of the next glitches involving something that while not impossible to fix, will cost them some cash. Armor tends to take a beating, so can weapons; especially things like smartlinks. And speaking of which, what about the possibility of cyber/bioware damage?

Another way, making sure their expendatures are paid up. OOOPS, forgot to make your payment to your landlord, been neglecting your contacts, forget about that ginormous bar tab? Contacts is also a big one for me, especially ones with a lower loyalty rating.

Just my .225 yen.
Title: Re: Creating a gritty, realistic campaign
Post by: Crash_00 on <07-14-11/0307:04>
They are in the core book (don't have my copy on me at the moment, but there is a list of Attribute only tests) and Composure is with Judge Intentions, Lifting/Carrying, and Memory.

As for the money question, I've always used the old paychart from the SR3 Runner's Companion. It gave a nice list of bottom line pay per job type and reasons for increases. I took that, and combined it with what the Johnson could afford (as opposed to tailoring it to what the runner's needed) and ran with it. Occasionally my group would turn down a job for low pay, and have a month off, but usually they figured some pay was better than no pay. Remember, Shadowrunners aren't the elite of the elite, they're your run of the mill deniable assets. If they get a high street cred for a type of job they might get paid more for that type of job.

I try to give my runners enough money per month to clear their lifestyles by about a grand to two grand. They can easily make more by playing things smart and looking for more opportunities though (I've got a group of Monty Haulers).

I personally use edge as "Good Bad Luck" when it comes to damage resistance and surviving death. Usually the players gear takes the brunt of the damage that the edge absorbed. Likewise, glitches play hell on players gear in my games too, and I degrade armor fairly fast.

My group also burns through fake SINs and Licenses like crazy (I use the normal SIN rating vs. Scanner rating rule instead of the common 2 * Scanner rating (threshold = SIN rating) house rule). I like to keep my group operating in the shadows and sweating every time they get checked out by security.

One of the funnier moments of my second run was when two players with rating 6 SINs get stopped by the guards (hits were tied) and the guy with the rating 1 SIN and license had just walked through the checkpoint with no problem.