Oh wait, this character pissed off the mob? Well that's different. You don't just put a little cyber in, you do the works. Full sim rig with implanted skillsofts. Turn the character into a bunraku doll, maybe even a sex change or to really make good use, install cybernetic simulated organs for the trade. Then make that character turn tricks to pay off the debt.
Well the original post was:
No, that's just as easy to bring up in game as any other hindrance. Just because mages and adepts lose magic from ware doesn't mean that they should never have ware, don't benefit from ware, or don't want ware (in character at least). With sensitive system, when that big cartel boss rewards the group with a piece of pimped out delta cyber, the sensitive mage is left trying to figure out if it's worth the full essence cost or not while everyone else is rejoicing. Likewise when you piss off the same cartel and they pop a mysterious implant into you, you're going to get hit twice as hard. I get pissy when a player puts a flaw on his sheet and get's all hissy when it comes up in play. Then again, I'm a Die Hard style GM and most of the players that give me those issues want a God Mode style game.
It was one of the ways it
can come up in play. Never was it meant to be a mandatory sentencing, but yes when I did it in my game it was well deserved (guy in the group took the mobsters daughter on a RunDate and got her killed, and the mobster wanted the whole team iced but needed intel to catch them all since they hit the rabbit holes hard after escaping the botched run). Mage wound up with a full simrig system and internal commlink to broadcast the feed.
Later in the same campaign, the mage fell into bad dealings (meaning lost nearly 100k worth of "merchandise" and unintentionally blowing up the boss man's yacht) with another mob family (in another city even) and was tortured to find his team. Lost his eyes, a hand, and a few other painful bits that I want go into the details of. When the team busted in to save him ten minutes after he gave them up, they had to get out of town fast and lie low. Mage ended up taking cybereyes and a cyberhand so he could function in everyday society and not stand out at all.
Yes, they are a bad thing. There are ways to show this other than screwing the PCs over.
Like?
I have yet to see how it's screwing the
players over. One sided does not mean "You can't win", it means "The other side has a very high advantage." Screwing the
players over would be killing the characters with no to little chance of survival. Even if it's realistic, a character has to have really fucked up for me to put an assassination attempt on them, and when it happens, they tend to die outright because it's done smart.
Now, if you mean screwing the
characters over. I still have to disagree. Playing to the story the characters have become entangled in, is not screwing them over. One could argue that their decisions have screwed them over, but as far as I'm concerned, the only thing that can really be said about these situations is that the GM isn't playing super nice with awesome nerf bats. I guess I'm guilty of that.
Perhaps not "directly", but screwing the player over in that manner is still hijacking their character.
Again, character not player, big difference between the two. If I order pizza and leave the player with the check, I've screwed him over. What happens to the characters is not screwing the player over. If the player doesn't have fun with my style of game, he was forewarned of that style and shouldn't have bothered playing the game. I've got lots of friends, but that doesn't mean all of them enjoy roleplaying or enjoy my type of games.
And, no it's not. Hijacking a character is to the effect of "Hi, your character
does this," without the players consent. What I have been suggesting has always been a "this has been
done to your character" situation. It's no different than saying, your character has been shot for 4 points. Do you think damage should require player approval?