So ... okay, so you win. Congratulations, you won Shadowrun. What now?
If you find my .sig confusing - I presume you mean the 'play the game, don't try to win it' - then really you and I are going to find it tough to talk to each other. I get the sense that perhaps you come to RPGs via wargames - where you win a scenario, and you heal or build up your army further, and you go into the next scenario, and the next, etc. And each one has its win conditions for each side. I've played wargames (Battletech mostly, but a little Warhammer too) so I understand where you might be coming from, but I approach RPGs from an actor's standpoint: the object isn't necessarily to achieve those 'win conditions', but to tell a great story together, and to be able to tell that great story to other people later on. That is, in fact, what I'm doing with
Pananagutan - it was a great story, and I'm retelling it to people who weren't in the game.
This means, in part, that I look at an RPG scenario not from a gaming perspective (wargaming or otherwise), but from a storyteller's perspective. In stories, the heroes - those who are the PCs in a tabletop game - lose before they win. They take damage. They lose gear, or get their ass kicked because they misunderstood or underestimated their opponent. Sometimes they get captured. (Sometimes they get killed, which makes for a strange Act III.) They enter the final act outmaneuvered, outgunned, out-classed, out-
something'd, making their eventual victory a triumph, instead of a foregone conclusion.
The games I play don't
have a conclusion, an endgame, a big finale. Oh, adventure strings do - like mission seasons - but the games I play simply don't stop. I want my character or my players to be able to take a call and walk onto a high-speed civilian transport (HSCT, like the Concorde) if they're mages, or a suborbital or semiballistic if they're not, and go to any spot in the world and do a job with either what they can carry onto the plane, or whatever crap they can acquire there. I want them to be able to get blown out of their seats as they're riding the monorail in whatever city they happen to be in, carrying their 'sightseeing' stuff, and be able to be effective. Is it cool when you get to haul out the big guns and go to town? Sure as hell. But I and the people I play with want to tell exciting stories, and we want to be able to do that whether we have 4 karma, 40, 400, or 4000.
Contrary to Whiskyjack's accusation, no, I don't believe I have 'the One True Way'; I rarely believe in a 'one true way' in anything, much less something as self-interpretive as roleplaying. (And whatever he babbled, I said opinion once - and it was in reference to his 'It's for the best that most game systems have moved away from this kind of heavy-handed mindset.', because while it means you won't hardly ever lose anything for good, it's tough to crank up that level of 'oh crap' that a lot of
story depends on.) I believe that I have a very good way, and I confess that it irritates me when people denigrate it, as the two of you have been. Play your games, enjoy your games, by all means; I am abso-fraggin'-lutely certain that you have, are, do, and will have loads of fun playing your way. But please understand that your ways aren't the only ways either, and that just because I like to be able to play a
huge variety of power levels
all with the same character doesn't mean I can't play your way as well.
Or did you think that for some reason a character who's been run for nearly as long as game's been around can't pull out some seriously heavy big guns when they need to, and be reasonably confident of winning via wipeout when going one-on-one against a company-strength force of mercs?