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Planning a run using the run rewards

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Qvintus

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« on: <09-24-13/0419:03> »
Hi i'm designing a run for a group of players using the the run rewards form the core book.
The run is the runners are gonna have to grab 3 high ranking gangers in the realy bad part of town and drop them in front of a police station...
And the pay guide says the the pay out should be 12,000 NY per player caused by skill 11 as highs skill gives a 3 times multiplier and +1 because of the high risk of public exposure. But my thought is are this one run if they are not hanging out together?  or is it 3 runs?

Elektrycerze3

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« Reply #1 on: <09-24-13/0435:07> »
Hi i'm designing a run for a group of players using the the run rewards form the core book.
The run is the runners are gonna have to grab 3 high ranking gangers in the realy bad part of town and drop them in front of a police station...
And the pay guide says the the pay out should be 12,000 NY per player caused by skill 11 as highs skill gives a 3 times multiplier and +1 because of the high risk of public exposure. But my thought is are this one run if they are not hanging out together?  or is it 3 runs?

Hoi!

It's usually assumed that a job given by one Johnson constitutes a single run. YMMW, as a GM you can decide for yourself, but I'd say it's one run.

As for the reward, dice pool of 11 gives a +2 modifier (11/4, round down) for a base of 9k per runner. It is your call whether the run might go public, but I'd say there is no inherent risk: latex masks do miracles, and your runners might drop the tied thugs out of a moving vehicle in front of a Star precinct, spiderman style) Dont' underestimate your players: they'll come up with a miriad of ways to stay low-profile. This +1 modifier is (I guess!) for truly public affairs, like running bodyguard to a sim-star.
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Qvintus

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« Reply #2 on: <09-24-13/0603:58> »
Thx for the quick and clear answer  :)

Elektrycerze3

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« Reply #3 on: <09-24-13/0605:20> »
Thx for the quick and clear answer  :)

You are welcome =)
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RHat

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« Reply #4 on: <09-24-13/1048:19> »
Keep in mind, of course, that the table is simply a guideline.  If you'd prefer higher or lower rewards, go for it - and if you'd rather treat this as three runs, have the Johnson give them the ID of each ganger of seperate occassions, while having the gang react reasonably to the players' actions, perhaps causing this to get progressively more difficult.
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All4BigGuns

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« Reply #5 on: <09-24-13/1231:11> »
Hi i'm designing a run for a group of players using the the run rewards form the core book.
The run is the runners are gonna have to grab 3 high ranking gangers in the realy bad part of town and drop them in front of a police station...
And the pay guide says the the pay out should be 12,000 NY per player caused by skill 11 as highs skill gives a 3 times multiplier and +1 because of the high risk of public exposure. But my thought is are this one run if they are not hanging out together?  or is it 3 runs?

With the highest dice pool modifier, ignore where it says that it has to be one actually encountered. Generally that will be a combat skill for an antagonist (or group of antagonists), so if the players come up with a good and clever plan that does actually avoid running into those they're suddenly punished for a good plan by getting less money. Not to mention that the pay for the run is set before going on the run, so there's no way of knowing for certain which pools will actually be encountered.
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