One common complaint regarding shadowrun characters is that they're built primarily to be competent at their jobs, rather than to model a character concept or to represent a believable, relatable person. The assumption therein is that it would be more interesting to have a character who is less competent, but closer to concept.
I'd like to analyze this by looking at what action/adventure protagonists in books and movies are like, and contrast them with Shadowrun protagonists. What is it that pushes a Shadowrun player to make a hyper-competent character, while an action/adventure protagonist can get away with being incompetent but more "flavorful"? To start, I'll list out some ways I've identified in which action/adventure protagonists compensate for their weaknesses, and contrast them with Shadowrun's rules. Maybe some of these narrative techniques could be adapted to Shadowrun.
#1. Friends in High PlacesThe protagonist has a highly competent friend, ally, or mentor, who acts in their place or compensates for their weaknesses.
Examples:
- Star Wars: Luke Skywalker and Obi wan Kenobi
- How To Train Your Dragon: Hiccup and Toothless
- Pokemon: Ash Ketchum and Pikachu
- Naruto and the Kyuubi.
Why it doesn't work in Shadowrun: Players have contacts, but they're not expected to act as personal companions on every run like one of these characters might.
#2. Tailored To YouThe challenges the protagonist faces are exactly tailored to their skills. Any problem the protagonist cannot achieve on their own, they will have found a tool to solve at some point previously. Alternatively, the protagonist only embarks on missions they're confident achieving.
Examples:
- Harry Potter and the Sorcerer's Stone: Ron is a chess expert and one of the puzzles is a chess game. Harry got a flute for christmas that can put the 3-headed dog to sleep. The Devil's Snare plant was covered in their classes, which Hermione has memorized. One of the puzzles is a logic puzzle, which Hermione is great at.
- Harry Potter and the Prisoner of Azkaban: Harry masters the advanced Patronus spell in record time, allowing him to defend himself from dementors which specifically come after him later in the book.
- James Bond always encounters situations where his gadgets of the day are exactly what he needs to succeed.
- Indiana Jones is an expert at even the most obscure of ancient traps, from noticing that the idol is on a pressure plate, AND having a sandbag already on hand, to identifying the true holy grail.
Why it doesn't work in Shadowrun: It happens to some extent, but often the GM will provide challenges which no player is well equipped to solve, to test the players' ingenuity. These are likely to bite an incompetent player, and if they aren't built to be good at getting out of bad situations, they can easily wind up dead. Furthermore, if that player has nothing unique to bring to the team, tasks intended for them may be completed by other players, leaving them feeling redundant and useless.
#3. Training MontageThe protagonist becomes competent quickly, or the story hits a timeskip after the protagonist has spent time becoming competent.
- Star Wars: Luke Skywalker learns to use the Force and fight with a lightsaber in a matter of weeks.
- Dragonball Z: Too many examples to count.
- Avatar: The Last Airbender: Aang masters three of the four elements in the span of one year.
Why it doesn't work in Shadowrun: Karma is a strictly controlled part of the game, and giving one player extra karma to "catch up" would be unfair to other players.
#4. Ass PullThe protagonist succeeds at something they logically should not be equipped to handle. Maybe through contrived coincidence, incredible luck, the inexplicable incompetence of their adversaries, or a sudden burst of technobabble that solves all the problems.
- Star Wars: Han Solo and Luke Skywalker not only escape the Death Star unscathed in the face of thousands of highly-trained soldiers, but rescue Princess Leia as well.
- Star Trek: Picard revolutionizes space combat tactics with the Picard Maneuver without warning or internal narrative build-up.
- Batman: Shark-repellent Bat spray
- Superman inexplicably has the ability to turn back time by making the earth rotate backwards in the movie Superman
Why it doesn't work in Shadowrun: Incompetent adversaries make for bad stories and kill tension. The antagonists should be a serious threat. Luck is a part of the game in the form of edge, but you'd need to burn edge to pull this sort of thing off, which is not a sustainable plan. If the GM gives this to the player arbitrarily, it can easily cause the other players to become jealous.
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I think that the reason players put so much focus on min-maxing characters is because RPG characters frequently do not have the plot armor and safety nets that literary characters have. Players become attached to their characters, and they want them to survive, but that's all based on the whims of the dice. While adventure protagonists might get by with luck, Edge can only carry you so far.
You also can't ever "catch up" if you start with less relevant skills either. Due to the fact that you get so little karma from runs relative to what you get from character creation, you have to make sure you're competent from the start, since you won't be able to make up for it later on. Every point spent on a non-practical skill is a point that could've saved your character from death.
Some of this is due to the skill system itself, since some skills are simply better than others. There have been several threads on hypothetical ways to consolidate or adjust the skill system to solve this problem.
Another contributing factor is the relatively low number of points for contacts and knowledge skills, which are big ways to add depth to characters. Giving players more of these may help to add variety to otherwise one-dimensional characters, and tie them more firmly into the world via their relationships with their contacts.
Perhaps it might be possible to reach a compromise that could allow players to have highly specialized and competent characters without them starting that way immediately. For example, the training montage concept above doesn't work in Shadowrun, mainly due to the nature of character creation and character progression. Players are expected to get an enormous amount of karma at the start, and a tiny trickle afterwards. What if you were to design a character creation system where some character creation resources are left unspent, and are allocated by the player gradually over the first ten or twenty sessions? Rather than start with a master assassin from the start, you would be able to start with a more average character and roleplay how your character becomes so highly specialized and skilled in their chosen field.