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New GM with some questions...

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Bioboygamer

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« on: <11-01-15/1616:15> »
Hi. I'm relatively new to Shadowrun, and I've been thinking of running a game. However, even after looking through the books, I've got quite a few questions, most of which are related to things like the setting and how the world works. I've gotten the impression that things like that are very open to GM interpretation, but I'd still like to get a bit of context to get a better understanding of the general tone. If there's no concrete answer, any info on how you would rule it in your game would be just as good.

So, let's get started...

How much does the average shadowrunner make in, let's say, a month? Do shadowrunners usually recieve large amounts of money at once, spending it on living expenses until the next big job? Or do they go on runs frequently, getting a little money from each one? What's the lowest pay a shadowrunner will take before it's just not worth the effort?

How does someone go from being SINless to being a shadowrunner? Just how much do most people know about shadowrunners? Are things like fake SINs, Mr. Johnsons, and Paydata known by ordinary people? I've seen some sources that say that shadowrunner stereotypes are all over the media, and other sources say that only the megacorps really know about shadowrunners and what they do.

What is the average person's life like? I know that lots of people work for the megacorps for long hours, but from the books I've seen, people seem to have plenty of free time for entertainment, and even with all the talk of strict and extensive corporate dress codes, some of the things people wear would get you fired, even today. If the average person makes so little money, how is it that expensive augmentations and other fancy tech is so commonplace?

Just how brutal are the corps? If you took part in an anti-corporate rally when you were young, are you barred from getting a job with them? Does having a job with an Aztechnology subsidiary like Stuffer Shack as a teen prevent you from working for their competitors when you're older? Are you liable to lose your job if you complain about your workplace on an online forum? I know that corps are willing to spend plenty of money hiring shadowrunners to extract key researchers and employees from opposing corporations, but how much do they really care about the average person in an office?

How difficult is it for shadowrunners to operate in public? Are they constantly risking being detected and arrested, or are they basically fine as long as they don't actually start anything? If their fake SIN is detected at an average store, just how much trouble is the shadowrunner in? Is a shadowrunner as good as dead the moment their face gets caught on a security camera, or are they safe as long as they haven't done anything to lead a corporation right to their door? How much effort is a megacorp going to put into locating a shadowrunner who extracted a moderately-valuable employee?

Just how much stronger are the corps compared to the government? Is the UCAS no stronger than a corporation like Apple or LG today, or are they just as powerful as they are today, only seeming weak compared to the megacorps? If it came down to it, how strong would a country's government be compared to a megacorp, in terms of standing military force?

How do shadowrunners find out about the various gear, augmentations, and other things they need to operate? Do they hear about them from other shadowrunners on private forums, or look through military surplus catalogs,How do beginning shadowrunners learn the "Tricks of the Trade"? Do they learn from more experienced shadowrunners? Just learn through experience? Research?

To what degree do megacorps dominate the market? Is it a case of megacorps being equivalent to something like Wal-Mart, where the products and services offered by the corps being cheaper and more easily available than independent stores, driving them out of business just through consumer choice, or will megacorps go out of their way and spend money to squash any independent businesses they see? What percentage of stores are independent, and what percentage are run by megacorps or their subsidiaries?

I apologize if I went a little overboard with my questions, but anything you could tell me would go a long way towards helping me to understand what the intended setting and tone of a shadowrun game is supposed to be. Everything I've seen so far has been split between "personal freedom utopia starring the heroic shadowrunners foiling the evil plots of the dastardly megacorps" and "In the grim darkness of the far future, there is only corporate greed and widespread civilian enslavement in everything but name, with shadowrunners being despicable, heartless, unfeeling lowlifes who are no better than the corporations they take jobs from." I suspect the intended tone lies somewhere in between, but I can't tell which parts of life in the sixth world are on the idealistic end of the scale and which parts are on the cynical end.

Any suggestions? Interpretations?

CitizenJoe

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« Reply #1 on: <11-01-15/1846:40> »
If shadowrunners aren't getting at least a middle class lifestyle out of the runs you give them, they are likely to go off the rails looking for better pay.  So that is a net 5k after expenses.   They should have the opportunity for several times that amount, but potentially lose it to repaiss, medical fees, etc.

That payout can come from multiple runs, or one big one.  I, personally, like to have multiple threads going on at once.  Basically,  some plots get put on the back burner while others take focus.  So, that's like 2 or 3 side plots with minimal or questionable payout while the "big job" would cover expenses for the month.

Mr. Black

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« Reply #2 on: <11-01-15/2150:27> »
Okay, incoming wall of text...

Shadowrunners make what ever the GM says they make. Payment can take whatever form the GM wants. Some GM's like to keep their runner lean and hungry, some pay out big, some pay in goods, some pay in corp scrip. There is no real standard, except for Missions play, which is kept simple, uniform and easy to maintain consistency across the Missions format.

Almost all Runners are SINless, as most come from outside of society. Shadowrunning is an outside of society enterprise, so being SINless doesn't matter much. Remember that anywhere from 25% of the local population is SINless, due to many reasons. Shadowrunning is a fact of life among the corporations, and there are many hit "TV" shows about shadowrunning, including the ever popular Karl Combat Mage shared universe. Think illegal professional athlete-Shadowrunners are rare in society, very few have met one, but almost everyone can name a player or a "team", because of Big Media.

Remember that working for a Corp sometimes means you get expensive cyberware for free-as in you didn't want it, but the insist, Paranoia-style. And most people don't work for the Big Ten, just the "lucky" ones. Most work at smaller corps, just like today. There are lots of IT people today. but only a relative few work at Microsoft/Apple/Google. The rest get jobs wherever they can, just like today.

The Big Ten don't really care about about most wage slaves. And none but the insane ones are going to complain online. After all, the Corp runs their matrix, and is also their landlord, where they shop, and the police. Getting canned means losing everything, not just their job. And possibly losing it for life-if you were willing to complain about your last job, you might do it again, and there are lots of other applicants.

Umm, most shadowrunners carry highly illegal gear, dress in the same ways a terrorist/armed robber would, and are engaged in massively illegal activities. OF course the cops and corps are going to hassle them if they can't keep their activities quiet-they are SHADOW-runners, not extras in a Mad Max-apocalyptic world (unless that is what the GM is running, and more power to him/her!) As for shop blowing their fake ID-how much trouble would someone be in now for using a fake ID or credit card? Sure, some jail time, if they get physically caught. Most corps have better things to do than to ask their employees to restrain someone with a fake card. And again, shadowrunning is an accepted part of corporate life. ACCEPTED. The runners who hit you today might be perfect for a job tomorrow. After all, if they can beat your security, crushing the other corps should be easy for them.

Some would say, "What government?" The Big Ten ARE governments. Any land they own/lease is part of "their" country. As they are not democracies, they can be as draconian as they want. The Big Ten allow governments to exist as a buffer between them. After all, if Renraku owns the fire department, why would they put out fires at Saeder-Krupp? or pick their trash? If any of the Big Ten owned the streets, why would they allow any of the other corps to transport goods on them? Of course they wouldn't. So the corps keep the governments around. Many are bigger than the UCAS, both do to their own size, and the Balkanization of North America.

Shadowrunners learn most skills from their backgrounds. They learn everything else on Shadowland, or the other Shadow matrix sites. Look closely at all Shadowrun books-they are all written as if posted on a forum board, along with comments. This means players can read everything out there for Shadowrun-there is no Monster Manual/DMG they aren't "supposed" to read. Players should stay away from modules, obviously, and the small GM section at the back of Shadowrun books. But everything else is open knowledge to savvy runners.

Runners find out about gear and wares just like we do now. In 2075, everyone is constantly hooked into the Matrix. After all, you can pull up the specs of that cool assault rifle at the official Matrix site, read reviews over at Weapon World, buy it on-line with the right permits, and then have it delivered to your table at the soy-caf shop you are hanging out in. But some people like to talk to their Armorer. get an opinion they trust, maybe test fire it at the Armorer's under-shop range, and haggle a bit. Others are content to just buy what they can afford at the Crime Mall.

The Big Ten dominate just like corps dominate today- through quality, quantity, diversification, intimidation, and sheer big money at work. IF you are buying a high end commlink, are you trusting it to Fairlight, or Joe's Knock-offs? Sometimes bulk is better, think Aztechnology's grasp of the cheap food biz. Everything at the Stuffer Shack is theirs. Other times they use many many "brand" names to sell you the same stuff, making you think you had a choice. Almost all the food in your modern (2015) supermarket  is owned by about 3 corps. They bought out they smaller players, kept the brand names, and let the consumers think they are different companies. 2 companies own 90% of all beer and spirits in the world. All those various beer brands and vodka brands in your supermarket or liquor store? Only 2 real brands. Big corps know that if one of their brands can capture .001% of the market, that is still worth millions globally. Why are there so many types of Coke/Pepsi? Same reason, Diet Lime Coke brings in millions, even though it stole a mere .001% or Pepsi's market share. Current corps fight mercantile wars for that .001%-the the Shadowrun universe, they do it mercantilism and through shadow acts of corporate espionage. After all, why pay millions in advertising when you can just buy a bullet and a means of delivery?

Wavefire

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« Reply #3 on: <11-02-15/0609:43> »
1.  They make what the GM deems appropriate for the campaign but should at least make enough for a Middle lifestyle and some left over for upgrades. Since PC's are usually highly skilled they should earn more running than they would by just buying a good fake SIN and getting a 9-5 job. Frequent runs should earn them a little more due to added risk and amount of work.

2. You become a shadowrunner the moment you decide to commit crimes for a living and hide in the cracks of society. People know about runners the same way we know about cops and soldiers. We see them on the tv and even if we realise that what we're watching isn't completely real our perception is colored by it.

3. If you have  a job your life isn't much different than today. Maybe your week is 50-70 hrs instead of 40 but mostly the same. Paying employess a decent wage is just good business since they'll usually use it in the company store anyways. Augmentations are either cheap (datajack), subsidised or required by employer (skillwires) or you pay it off through your time as an employee (wires, combat ware). Last part is usually security or military.

4. It totally depends. Joining a rally in college probably won't matter if you become valuable, actually causing trouble will. Same with working for a competitor. Contracts are draconian but people still do move between corps if they are willing to pay the associated costs. Complaining will get you anything from a talking to up to being escorted from the premises and having your citizenship revoked. It all depends on your value. Corps will do what makes the most economic sense unless some ulterior motive is present.

5. Not very dangerous at all. Unless your face has been on the news you're generally safe. Having your SIN detected is about as dangerous as having a fake ID today. Fine or jail unless you can outrun the sales clerk. This changes if you're an internationally wanted fugitive ofc. Security cams really only matter if that very corp is looking for you. Aztechnology won't help Ares just because you showed your face in a Stuffer Shack. Most corps won't care unless they think you still have the asset in your possession. Why blame the hammer if you've been scammed by a contractor?

6. Both very strong and very weak. The GNP of the Big Ten outstrips most nations on the planet but they still rely on those nations not turning off the water and electricity. They could no doubt crush a nation with sanctions but unless they are willing to deploy hundreds of thousands of troops they can't force a decent sized nation to do anything. It's never been out right stated what the sizes of armies are but probably at least equal to the bigger nations. But that strength is spread across the whole planet. When UCAS has deployed troops with authority and not backed off from threats the corps have stodd down.

7. Like we do today. Product catalogs and online reviews. In addition they use the "shadow" forums.

8. I believe I've read in one source book that it was 60% but don't quote me on that. That's the Big Ten. How they get there depends on market, location and cost. The more hidden and remote the business is the rougher the competition. Consumer goods in the developed world it's legitimate market manipulation and shadowruns, mining in Africa it's warlords and mercs.

« Last Edit: <11-03-15/0329:50> by Wavefire »

Beta

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« Reply #4 on: <11-02-15/0951:58> »

How does someone go from being SINless to being a shadowrunner? Just how much do most people know about shadowrunners? Are things like fake SINs, Mr. Johnsons, and Paydata known by ordinary people? I've seen some sources that say that shadowrunner stereotypes are all over the media, and other sources say that only the megacorps really know about shadowrunners and what they do.

How difficult is it for shadowrunners to operate in public? Are they constantly risking being detected and arrested, or are they basically fine as long as they don't actually start anything? If their fake SIN is detected at an average store, just how much trouble is the shadowrunner in? Is a shadowrunner as good as dead the moment their face gets caught on a security camera, or are they safe as long as they haven't done anything to lead a corporation right to their door? How much effort is a megacorp going to put into locating a shadowrunner who extracted a moderately-valuable employee?


I think that both of these things vary tremendously by game.  In the background material, runners are pretty commonly referenced – think of it a bit like mafia today, most people know about them, there is a fair bit of mythology about them, not every criminal is associated with them but plenty are to some degree.

Some games run almost like cold war spy thrillers, where one little slip up will end your career if not your life.  The tension there is in being pretty much perfect, being a real ghost sliding through the modern machine without leaving a trace.  Other games are much looser, saying “corps don’t strike back at runners, they’ll want to hit back at the sponsors of the run, and are more apt to want to make use of someone good enough to successfully hit them, than they are to want to take them out.  Depends a lot on what you and your group enjoys.  (sometimes around here you’ll hear phrases along the lines of “mirrorshades and dark jacket*” or “pink mohawk” to characterize the two extremes of play.

I’m pretty sure I just glitched that phrase, but I’m sure someone will correct me.

« Last Edit: <11-02-15/0956:31> by Beta »

TheWayfinder

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« Reply #5 on: <11-02-15/1644:59> »
Rather than answer your questions the way the others did, who did very well, my approach is just what do you want your game to be?

In my experience, Shadowrun can be a lot of things to a lot of different people.  The basic approach is a caper game, where the players are doing Mission:Impossible-style capers.  That's fine, if that's what you want to do.  What you'll end up getting is a game where the players are more interested in building up their character's general abilities rather than developing their characters and stories.  This is a good approach if you're looking to know how powerful characters can get, how weapons and gear and magic generally perform, and overall I'd say it's good for people new to the game in order to understand how the game works and how it doesn't work. 

The second approach is what I like to call the Street Punk-level game.  Here, your players are playing Street-Level Characters.  They're generally are not going to go on the bigger capers in the previous example, but do small jobs, like robberies, bodyguard missions, petty to felony-level crimes, things like that.  This is more of a role-playing approach than the previous, because now you have to concentrate on small-scale, local things more than on bigger events.  Here, your PCs won't likely get bleeding edge tech, or even moderate-level tech, and most enemies probably won't be wearing a whole lot of armor and packing the best weapons, and a pistol or a shotgun will be worth its weight in gold to your players.  I'd recommend doing this if your players are looking for more of a challenge and an opportunity to role-play. 

The third approach is the Prime-Runner game.  Here is the extreme opposite of the Street-Level game.  Now your players are jet-setting around the world, and are among the best at what they do.  Most regular enemies will be no match for a Prime-Runner, and your PCs will reflect that.  It's good to sick them on regular enemies to show your players just how powerful they are and to develop their tactics.  But likely their clients will be megacorps, major personalities, and major government and crime syndicate powers who run bigger shows.  The game can get world-changing if you want it.  This is rather challenging for GMs more than for Players because now you have to think big, best, and outside-the-box in ways that can seem daunting.  However, this can be a lot of fun.  Almost all of your Players will likely have High to Luxury Lifestyles, if not Middle Lifestyles, and have access to the best bleeding edge gear, weapons, magic, etc.  This is James Bond level sophistication.

The fourth approach is a regular-level game that's a combination of everything, but tends to focus on the local rather than the macro.  I run such a game, and it's a bit of a sandbox approach.  It takes some more work than the first approach, and your PCs will not likely do many capers, not unless they want to.  You pick a locale, like Seattle or Denver or, as in my game, Portland, and you build up the setting that lives and works despite whatever the PCs do, but they can make a difference to the setting on their own.  They're powerful enough to handle most street punks and critters and they're not so powerful that they can handle the big stuff, and that's okay.  It takes some of the certainty out of the Prime-Runner campaign, where if the PCs see a bunch of gangers or whatever they don't feel as though it's going to be easy to take them down.  For my players, they like the stability of my campaign, revisiting various areas that they've come to know intuitively, visiting people they've already met, doing things that seem more to matter both to their own characters and to the local area overall.  This is good for those who like Detectives, Faces, Spies, and such rather than always being the Hackers or Street Samurai or Mages.  Not that there's nothing for those guys to do, but for the more social characters there's more for them to do. 

A fifth approach is for your players not to be playing shadowrunners, but legitimate kinds of characters.  Cops, or Corporate Agents.  Or, maybe they go full-on Crime, being members of a Crime Syndicate.  They can still be regular-style characters, but they have access to money, resources, weapons, gear, and magic, almost on par with Prime-Runners, without worrying about how they're going to pay for it. 

But one thing I stress if you're going to run a game for shadowrunners is don't forget that they're playing Criminals.  Professional Criminals.  When I often play in other people's games, it's almost as though the GM and the other players forget that, so that when I end up doing something normally criminal, they tend to freak out a bit.  In one game like this I ended up stealing a car, and the other players balked at that.  "You're going to get us into trouble!  You're attracting more attention!"  And often the GM will retaliate in a way that makes it abundantly clear he didn't like me doing that, so he sicks the cops on me immediately and I go to jail.  Not that that shouldn't have happened, but it feels forced, that in spite of everything I did to take the car and ditch it in an alley somewhere because I only needed it to get out of the area, the cops were on my tail the whole time, and that's a bit unrealistic.  Let your players commit crimes like that, because they can and often should, because it's an option.  Imagine if you're running the game like it's Grand Theft Auto, and you'll be on target on what Shadowrun is all about.

Glyph

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« Reply #6 on: <11-08-15/1756:11> »
Shadowrunner pay can vary a lot, from hobos with shotguns gunning down a suit for beer money, to pros getting paid 5 or 6 digits to get a bleeding-edge prototype out of a secure research facility.  From a fluff perspective, shadowrunners who are pros should get decent pay, otherwise there are a million other well-paying and less dangerous jobs they could be doing.  From a metagame perspective, you need to give the group enough money that the characters who need money for advancement (street samurai, riggers, and deckers) can keep up with the awakened characters, who are more dependent on Karma for advancement.  Runner pay can vary because character creation lets you make characters of widely varying ability.  A cohesive group of specialists will pull in more money than a group of more street-level characters, or powerful but messed-up characters.

There are lots of ways that shadowrunners can fall through the cracks into the shadows.  They can get burned out or otherwise discarded from the megacorps, or have their eyes opened and leave in disgust on their own.  They can be street punks working their way up the criminal food chain.  They can be bored or jaded people looking for excitement.  They can be idealists and windmill-tilters, ranging from men and women of strong morals and honor, to deranged whackos.  There are even characters literally born into shadowrunning, following the footsteps of their parents.

The public view of shadowrunners will not be that different from the view people have of criminals today - they will be scapegoated, despised, and at the same time romanticized.  Keep in mind that the corporations not only control the culture, but, like companies today, have heavily infiltrated the counterculture.  The same megacorp that decries shadowunners in an op-ed piece will also heavily advertise their new "Lars, Samurai for Hire" trid series, and might quietly hire a group of shadowrunners to sabotage a rival company's factory.  Note that since terms like "shadowrunner" and "street samurai" have been so romanticized, there will be a lot of posers calling themselves shadowrunners  or street samurai.

The average person's life is generally worse off, despite all of the new tech and toys out there.  First of all, the wealth demographics have shifted to be more in line with a third-world country.  There is a large underclass of people with no SINs and no rights to speak of, living in crumbling slums, getting by with scrounging, criminal activities, and horrible jobs (working at "toxic castle" factories, bunraku puppets, etc.).  Wage slaves have it a bit better, but they still work long hours with no union, no health insurance, no overtime, and lots of oppressive bureaucracy and petty little rules.  They do at least have regular food to eat (even if it is mostly flavored soy or krill) and a place to sleep.  They de-stress by hitting the nightclubs and going wild (just like a lot of Japanese salarymen go out drinking), or immerse themselves in VR, escaping to a fantasy life for a while.

The corporations punish disloyalty, and will probably be quick to get rid of an average wage slave who dares to complain, whether it be about impossible deadlines, sexual advances from a boss, or moral qualms about some vile thing or other that the company is doing.  The only upside for wage slave is that they will rarely be worth the effort to "disappear" - instead, they will be unceremoniously tossed to the curb.  More valued employees such as company men or researchers have more perks, but this comes with the price that it is much harder for them to extricate themselves from the company.  The company does hire people with a bit of a maverick side - mainly hacker, riggers, and wage mages.  Typically, they will be given enough slack for minor mischief that they won't chafe at their leash.

Using all of the rules in the book can make it all but impossible for the core concept of the game, shadowrunners, to be possible.  Play up that data is balkanized and treated as a commodity rather than something freely shared, that there is a huge glut of data, and that it is very unreliable since it is so easy to falsify, or hack in and erase.  Also, shadowrunners are more or less an accepted way of doing business, and the occasional stolen data or dead security guards are part of the cost of doing business.  Corporations will tend to prioritize getting their property back, or finding out who hired the runners, over catching the runners, so they usually won't have to worry too much about pursuit after making the hand-off.  This goes out the window if the group violates the unwritten rules (too much collateral damage or civilian casualties), and there might be individuals within the corporation who take things more personally.

Corporations generally wield more power than nation-states, because just like today, they have a huge amount of influence over them.  National governments are smaller and weaker than they are currently.  Despite how things like the military have been scaled back, though, nations still have actual armies, rather than security squads, with things like battleships and fighter jets.  They will typically use these resources at the behest of a corporation, though, rather than acting against one.  There have been a few attempts to nationalize corporations in the Shadowrun universe, and they have typically eventually crumbled under the collective pressure of the megas.

Shadowrunners typically depend on a network of contacts and illicit businesses or organizations to get gear, jobs, fake ID's, places to lie low, and otherwise to simply function in the shadows.  It is one of the reasons why contacts and reputation are both so important.

Megacorps dominate the major markets, and let smaller companies fight over the scraps.  I think it is a given that a company that gets too successful, or that invents something new and useful, will be quickly bought out, with the few that balk at this being targeted for a shadowrun.  There is also a fairly big grey and black market, but the corporations have probably even infiltrated them to an extent.

I am not sure that Shadowrun has an intended setting and tone.  Not a singular one, anyway.  One of the major strengths of the Shadowrun franchise is that it has been capable of supporting a wide variety of playstyles.  But that is why it is a good idea to sit down with your players and decide what kind of Shadowrun game you want to play.

halflingmage

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« Reply #7 on: <11-09-15/0123:43> »
1-Pay them enough that they don't start hijacking trucks or doing freelance crime, but not so much that they start to turn down jobs that you offer them.  Finding that balance is a little different on each table.  In general, I think I favor big payoffs with periods of expenses, downtime, and personal reversals.  Not every session has to be a paid run.  Runners have personal lives, friends and enemies.  Enemies come looking, friends need help, or trouble just happens in their home neighborhood that needs dealing with, all of which may not have a paying client involved. 

2-SINless shawdowrunners probably work into it slowly, starting with petty crime, or gang life, or something similar.  They do well at it, they get noticed for having a talent in an area, and one day a fixer offers them as basic job, maybe just courier work or security job watching the door at the club, and it builds from there.  Some runners have SINs, however, and there are all kinds of way to fall from normal society, be it criminal activity, being ejected from a corporation, being set up or betrayed, or just getting up one day and deciding to chuck the whole thing and go freelance. 

3-The "average" person covers a really wide range.  There are people who work for the big corps.  I don't think their lives are much harder than a person with a corporate job today, its just the corp is everywhere.  You work with them, you bank with them, you shop in their stores, you go to the corporate medical center when you are sick, you vacation at the corporate retreat in Aspen and you retire to a nice corporate leisure center in Florida.  I don't think the hours are that much worse than for real people (some people already work crazy hours) its just the lack of privacy and constant big brother over your should.  There are plenty of people who are not corporate citizens, however, who might still have a 9-5, usually with a service industry or maybe semi-skilled manufactuing job.  And they are very similar to working class people today.  Put in your hours, live in an apartment that more or less keeps you warm and dry, have an intoxicant and watch the game on your day off. 

4-Corps want to look good.  They are making the products and providing the services that make the world a better place, and their citizens are happy and productive workerss that love their lot in life.  Behind the scenes they are utter ruthless however.  Corporate espionage, kidnapping, sabotage, even full blown wetwork are common.  They just don't want to be caught doing it.  Thus shadowrunners.  As for how much they keep tabs on people, that stuffer shack job is probably not held by a corporate citizen (maybe the manager is) and you certainly have a file, but they are not going to be reading your mail and tracking what porn you download.  Once you cross that corp citizen line, however, just about every aspect of your life is under scrutiny.  You might not be fired outright for complaining, by you will probably be talked to about it, and it can hurt your career.  Do it enough you might be shown the door.

5- How dificult is it to operate in public?  That really depends on the GM.  Black trench coat campaigns can become all about fake SINS, covers, avoiding detection.  A more Pink Mohawk campaign is looser with this and you can get away with living larger.  Talk to GM/players and come to a consensus at the table.

6- The big ten are equal to major governments.  I think their power is more economic that in raw military force.  I don't know if the corps maintain things like navy forces.  They certainly have alot of security forces available, and Corps like Ares have full on special forces like Firewatch.

7-All of the above.

8- I don't have hard numbers, but business come in all sizes, and the more you get to the fringes of society the more you get small retailers and service providers.  The more you get the fringes the more you also get quasi-legal, if not outright illegal.  Things like bars, clubs, restaurants, etc also have a greater chance to be independent, although corporate chains abound at the mall. 


gradivus

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« Reply #8 on: <11-14-15/2154:45> »


6- The big ten are equal to major governments.  I think their power is more economic that in raw military force.  I don't know if the corps maintain things like navy forces.  They certainly have alot of security forces available, and Corps like Ares have full on special forces like Firewatch.
 

I don't know about all the Big Ten but Saeder-Krupp and Mærsk Incorporated Assets (a AA rated corp so it has extraterritoriality too) have lots of money invested in shipping so I can see them having some destroyers or light cruisers to protect their huge cargo ships and tankers.
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« Reply #9 on: <11-14-15/2249:38> »


6- The big ten are equal to major governments.  I think their power is more economic that in raw military force.  I don't know if the corps maintain things like navy forces.  They certainly have alot of security forces available, and Corps like Ares have full on special forces like Firewatch.
 

I don't know about all the Big Ten but Saeder-Krupp and Mærsk Incorporated Assets (a AA rated corp so it has extraterritoriality too) have lots of money invested in shipping so I can see them having some destroyers or light cruisers to protect their huge cargo ships and tankers.


In Boston: Lockdown mention is made of corporate naval  forces, as part of the blockade.