Lots of "accidental" deaths. When they are fighting, keep track of glitches. Makes it nice that when they are trying not to kill someone, the glitch actually does.
That's definitely something I'll be doing - as they often load Gel rounds, having a glitch turn that Stun damage into Physical might do just the trick. Likewise allergies to Narcoject poison, etc. etc.
The tough thing for you, the GM, is when the players choose to risk the Bad Things Happening. You have to make it personal then. It helps if you can decide what the personal things will be before the choice. You don't have to make it obvious that it's personal, but it's useful.
If you let him go, your residence gets destroyed. If you let him go, that talismonger you had? raped and tortured, no longer a source. If you let him go ... well, you get the idea.
Indeed I do - thanks very much! Making things personal, threatening their contacts, etc. should work nicely. They just ripped off a Yakuza brothel for 30,000¥, so I figure a bit of payback is probably on the cards anyhow.
I find it rather amazing that your group isn't a bunch of hotheads with something to prove. I sometimes wish my group was more interested in not getting themselves in a fight.
I'd exploit this by encouraging them to roleplay to the hilt and then at some point pushing them into a situation where they must make the decision to kill someone to save many lives or even their own.
Definitely. I think I'm going to start with a "backs against the wall," kill-or-be-killed kinda situation (fighting enemies with Hardened Armour would be a good one for this, I suppose*) and then step it up to the kind of difficult "one life for several" decisions you're describing.
Question: Did they all take the Pacifist Negative Quality?
Nope, none of them did. I'm actually pretty glad about that, because the Pacifist Negative Quality takes away a lot of the roleplay aspect of this, IMO; it's much harder to pose an ethical challenge to a character who can hide behind the rules of the game for why they can't change their view.
Honestly, I really don't see the point of playing Shadowrun if you're not going to play someone willing to get dirty. My characters would have the guy in Kirk's example dead on the floor before he even finished his rant about how he's going to make us pay.
Well, quite. I pitched the game to my players as being themed around professionalism, and that killing should rarely be the first resort but should be something that's always there as an option, but they seem to have fixated on the first part and not spotted the second!
*: ISTR that Hardened Armour never lets Stun damage through. Is that right?