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Split group - new to GMing Shadowrun, kinda rusty otherwise

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Mox

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« on: <01-02-15/0246:13> »
I have a more lengthy background if it's deemed useful, but I'll cut right to it. My players' characters are running separately.

My player's characters are wary of each other, and aren't really a cohesive group. That is to say, for a couple sessions now, they aren't even meeting the same Mr Johnson. Two group members are covert sorts to a tee, SINless and keeping their neck tucked, and attached. One even snuck out of the stuffer shack intro bit as soon as it was getting hot. Three have varying degrees of SIN complication. So far only the latter are drifting together naturally.

Regardless, everyone is having a lot of fun. Though building each run for multiple teams is really wrinkling my brain matter. I was wondering if I let my players have too much leeway. Next session is designed to bump everyone into each other with closely related objectives (same room even) though I've been careful not to force a conflict between players just for the sake of it.

Related Note: Should I be letting players ping their own Negative Qualities, on the condition that it not grant Edge? It's marvelously good RP, but it's definitely slowing things down slightly.