This edition of Shadowrun is closer to being a cooperative storytelling game than any other, barring Anarchy. ... The entire exercise is to put more roleplaying into the game play.
I can respect that, and I've no aversion to narrative-first games (we often play one-shots in The Sprawl when a member of our ongoing Shadowrun campaign can't make the session. And I enjoy it a lot.) However, personally, I find it a bit jarring to mix these small narrative-first ideas in with the rest of 6e, which I find to be still very much a crunchy and simulationist RPG. They're two great tastes. For me, they don't taste great together.
If you're looking for how to leverage that to being tactically relevant to the mage in astral space: perhaps the edge spent against the spirit represents the spirit being revulsed/affected by its allies being gunned down. Kind if a mini-Background count thing, since BGCs aren't covered yet. Or maybe it's just a manifestation of simple morale: Sammie's doing better, so it's infectiously inspiring the Mage as well. Think of momentum in any team sport ever.
OK. I think that's perhaps a bit unsatisfying, but maybe it's a reasonable catch-all fallback. Although: how does the mage even
know the sammie just shot someone if they're astrally projecting at the time and distracted fighting a spirit a few hundred feet in the air?
This is only one example, of course, of a wider issue, which is the question I asked earlier: what if no-one at the table can think of any vaguely plausible link? Edge flows around the table. There's going to be many ways in which you cannot narratively bridge cause and effect, not least of which is every time a character transitions from meat/mana/matrix space to a different environment but carries Edge with them, earning it in one space but spending it in another. If your judging criteria for "this is good use of Edge" is "this is narratively satisfying" we're back to: what do you do when you simply cannot satisfy the narrative? What do you sacrifice - the narrative cohesion, or the mechanical effect the player is trying to use?
And while we're on it: I've asked about when the mechanical cause-effect link is clear but narrative one is not. What if the
mechanical link is unclear too? If a character starts a scene with 2 Edge, earns 2 points shooting someone, receives 1 point from an ally decker who earned it hacking, then spends 4 points on a spellcasting roll - how should the narrative reflect that? (I have no idea.)
Penllawen, those counterpoints were masterful. I don't think I've seen a rebuttal that clean in a long time.
Heh, thanks! I do work at these posts

I'm not just busking it.