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What to do, when the runners sabotage themselves?

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voydangel

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« Reply #15 on: <07-23-14/0359:47> »
Running into a fiery wall of death is a good, humbling experience for Shadowrunners. It doesn't need to lead to a TPK. As soon as one of the players is downed and/or dying, the players should realize something is horribly, terribly wrong. Then the mage/medic will rush over to help him (and you better pray that the downed guy wasn't your medic support...), the Sam and rigger will provide covering fire and then extract themselves from the scene ASAP, maybe even leading to a chase.

Did the players know they did wrong and/or they shouldn't have poked their noses in? Yes. Did everyone die? Not necessarily (of course, they might not have a healer so one of them dies or they might be too stubborn to admit defeat or the mage gets shot while trying to heal, leading the Sam and Rigger to escape on their own... Which can lead to interesting roleplaying opportunities later)

My point with this is that you should let your players do what they want unless it is so utterly idiotic that it would kill them all instantly. Giving helpful hints (especially to new players) is fun, since it just gives off more information of the game world. "Look, SINless people, if captured, have basically no human rights so getting caught by these guys is bad and you are in a bad situation now."

Don't let the players win every situation. Why should you do that? Then it's not challenging anymore and it will become boring.

I couldn't agree more. This is well said advice.
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incrdbil

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« Reply #16 on: <07-23-14/1116:36> »
There is knowledge a character has that a player may not thinkabout.  If they have a knowledge skill of tactics, security procedures, sometimes a GM prompted Ks roll can be an excuse to give them a hin, with a few successes being a 'feeling they should double check the plan' with four or more being a 'realization of a major flaw'.

If the players are just playing dumb, and ignore a few 'are you sure that's is your plan' or skill roll, and they keep on going in face of an obvious trap or overwhelming odds well, some permanently burned  burned edge or dead character makes a great teaching moment.

BTW, the captors taunting the prisoner with how easy it was to find them, what unskilled amateurs they must be to foul up so basically might be a good teaching moment too.  Loss of street credibility might be called for.