Hi,
we played the "30 nights" campaign and abandoned it, because it felt frustrating having just too powerful characters. Everything melted in combats. We didn't even get damaged on the first five nights. Our team consisted of a very strong close combat character, another firearms specialized character and a decent hacker.
The problem seemed that any character was really capable of at least 2-3 skills and at least medicore to good in the rest of it (because high attributes resolve in high skill values).
We decided to restart and try the "street runner" level to have more of the feeling we wished - doing low jobs for low money and have the feeling of experiencing a character developement.
Now, these are my concerns:
- The CRB deals in two sentences with creating street runners. Don't know if this is really a problem, but availability of biotech, weapons, etc. isn't taken into account by these rules.
- Huge "firepower" in fights seems still a problem, if a character specializes on that. (E .g. the first character has a attack pool of 16 and defense pool of 12 using AGI 7 and Reflex Booster + 3.)
- It seems like min-maxing profits even more from this system.
- I am not sure, but could it be that one dimensional characters and casters profit from these rules while riggers and deckers have barely enough money to get their equipment? The latter seems to be intended while the former would be bad.
Don't get me wrong, the bulletpoints above are supposed to be "concerns" - not saying these are true.
1.) What's your opinion about that? Have you tried/experienced the street runner option?
2.) Would you recommend creating street runners and lower the difficulty of foes? Or would you create standard characters and higher the difficulty?
Thanks in advance!
Try to think in lore. After a few runs, if there were any witnesses to how hot these runners are, they would potentially be escalated on a corps/nation/gang/dragons threat matrix. This would add an element of 'properly cover your tracks', 'limit witnesses', and even potentially spin off runs of, 'erase our data trail as best as possible or implicate another runner team to take heat off'.
Provide enough hints that this is happening (that a witness noticed them, corp security recorded them, your Decker came across someone selling a recording of your team fraggin' a fully geared special forces team to an underground entertainment site, etc.) Make their bad ass-ness something to account for. Do they play it professional and keep the noise down or do they make a lot of noise and leave a lot of evidence?
They can be bad ass mojo flingers, gun slingers, and Whiz-Kids with a deck, but get too noticed without the right protections...well, that ends bad sooner or later....
Hell, even make it more interesting, they lob a grenade into a train car where security is chasing them? Congratulations, one of the civilians killed was a local rock celebrity in the fashion of Mecurial...she happened to have a few shadowrunner fans...did I mention she also side lined as a Fixer for the local 'Runner community? Of course, if you pull something like that, there has to be opportunity to notice them (i.e. if they pass through car, anyone that had even a remotely related knowledge skill should ping off her. May even be an opportunity to check players knowledge skills and work it into the scenario. Maybe instead of a local rock star, if your play has a skill around modern firearms/modifications, it'd be a gunsmith known for keeping runners gear customized,
Be like water. Think of the setting. The dice are only one part of the whole.