SECOND
The next role of the GM is to facilitate play. The GM is the storyteller, the rules lawyer, the mediator, and the glue that hold everything together! It's a big job, and hard one to do well. The only thing that makes you better at it is constant playing. No one is born as a great GM. It takes work and effort to be able to weave all the roles into a single enjoyable fashion/story/adventure. Below is a list of important roles that a GM may be called on to fill in a game, to run a game, as well as my thoughts on them.
Glue for the party so, your players have come up with their characters, and you coached them through the character creation... But none of them wanted to play a Face, or a Rigger, or a Hacker, or a purple people eater. As the GM you KNOW they will need this archetype to get anywhere in the game. So now you have a couple of choices.
* Force a player to play one of the archetypes, against his wishes. I personally hate this option simply cause the players spent so much time thinking about the character they WANT to play...to force them to play anything else is kind of cruel. It's a ROLE playing game! Players should be able (within reason and rules) to play what they want! The idea is to have fun with your friends and enjoy each others company. Hard to do that if you are forced to play an archetype you hate.
* Allow a player or several players to play more than 1 character at a time. Again, this is not my preferred solution as the player generally only sees the characters as bits of paper and not as a true "character" (mind you, that is how some players prefer to see their characters... meh, different strokes and all that) When a player has to split their attention, it usually ends up that both characters become some sort of strange Siamese twin... joined in thought and form yet separate in body. It takes a truly gifted player to be able to bring 2 characters to life at the same time with separate personalities and thoughts. I have seen this happen only a handful of memorable times in 20 years of gaming.
* Play the archetype as an NPC. This is usually what I end up doing myself. I follow strict guidelines when I do this to avoid some pitfalls (more on this later). The NPC has to be effective with his archetype, has to be believable and realistic, even memorable. But should never, Ever, EVER out strip the players. Yea the NPC Face can talk you out of the shoes you are wearing (and you will thank him for taking them!) but when it comes to other aspects of the game (combat, matrix, rigging) they should be barely capable! You have to give the players their time to shine, not out shine them! (Again, more later)
* "Sugar Daddy calling." this is my moniker for a rare form of NPC.... usually for those full on Combat groups. They have a "Sugar Daddy" that supplies them with runs and background info so they don't have to worry about this part of the game. Think: Charlie from Charlie's Angels. He is an anonymous NPC that gives the players jobs and rewards them for a job well done. Again, this type of NPC needs a personality and "character" to work. It is doable, but can be challenging. I personally find it hard to keep the missions fresh with this type of NPC. After all, how many buildings can the players blow up, or Execs can they kidnap/maim/murder/blackmail, how many gangers can they squeeze into an oil drum before it starts to feel old??
Once Upon A Time.... as the GM it's your job to tell a story. But, (here's the kicker) YOU are not the "Hero"! but neither are you the "Villain"!. You are the "annoying" narrator. The main focus of your story is the player characters. Through their actions (or inactions) the world they live in changes. Sometimes subtly, sometimes with an "Earth shattering KA-BOOM!" In the story, it’s the players who decide what will happen, how it will happen, and to whom. As the GM, it is your job to craft the story in such a way that the player’s actions have meaning... that they are part of the world they live in. Their choices MATTER. Yes, sometimes you have to lead them by the nose; sometimes you have to drop kick them upside the head... The story you create could be simple, or complex. It could be a linear run, or a maze of twists and turns. But there are some pitfalls that you should avoid....
SAVE OR DIE!!! Player's choices matter. They are the protagonists in the story. Without them, there is no story! No story? No game. No game? You wasted how much money on books??? A good story is planned out for 1000 and 1 possible outcomes, and also as room for the 1002, 1003, 1004 outcomes your players will give you. No matter how well you plan something out, no matter how "obvious" you make something, players will go a different route. You could have your players in a room with only 2 doors... a red one and a blue one... they will punch a hole in the ceiling. Or in a wall. Or in the Floor. It's what players do! They seem to never go the way you want them to, no matter how bright and shiny the ARO is, no matter how much candy you promise is at the end of it! Be prepared for it to happen. And above all
DO NOT PUNISH THEM FOR IT! these are great moments in Gaming! These are the moments that separate the weak GMs from the good! Neither should a choice in a game come down to a singular event that rests on a single roll of the dice. These "save or die" moments are frustrating to players. You are taking all their hard work and play out of their hands and leaving it all up to chance. Yes, chance (the die roll) is a huge part in any game.... but there should ALWAYS be some way to recover from a fumble (exceptions apply! see below!)
Betty-Sue is not Your Lover for those who don't know, a "Betty-Sue" is when a writer "writes" himself into the script. In RPGs they are usually NPCs of uber level power. And are usually set against the PCs. Or they are "forced" into the party and outshine the other PCs in glaring fashion (So Bob, you took a shot with your assault cannon and rolled 16 dice, not bad. Betty Sue's turn now... her total skill with her slingshot is 91... She hits the boss mob in the eye, around the corner and kills him dead.") In the RPG there is
NO ROOM for Betty-Sues! The player characters are the focus of the story (remember!??!). Sure you can have NPCs. Sure you can have GREAT NPCs! but they should never rise above the level of a group of players... unless they are going to be a re-occurring villain. However, if they are going to be a re-occurring villain, they should be so in a believable way. There is nothing believable about a villain that guns down all they players, then tea-bags them till the Auto-doc squad arrives while writing "YOU SUCK" on their foreheads with a black felt marker. This just breeds animosity (towards you, and your game!) If the villain "has to win" let him do so by the skin of his teeth! The players should be left with a sense of bitter disappointment... that "if only I had done just ONE MORE box of damage" feeling. Not that "we were totally outclassed from the start" feeling. And never, EVER that "There was absolutely no way to win" feeling.
Cheater, Cheater!! one of the Best things about being a GM is.... YOU GET TO CHEAT! Yes I said it. And I will say it again!
YOU GET TO CHEAT!!! If you are GMing and you are NOT cheating... what's wrong with you?!??!? Ok, let’s be clear here. When you cheat, it should be ALWAYS to the story, AND the player's advantage! Flub dice rolls, modify damage (down if to PCs, UP if to NPCs) Do what you have to do to tell a compelling story and keep the players involved. Sometimes that means a mook misses on his attack even though he rolled 10 successes (a mook with 10 successes?!?!? More on this later!) If you are killing off reasonably played characters left, right, and center... it's time to re-evaluate somethings... and this is the easiest way to go about it. Is John's adept almost dead cause of a couple of bad rolls? Time to have his target miss a few times to even the score. There are a lot of roles that the GM has to fill... being honest is not one of them... just don't be blatant about it... and don't cheat the players out of a victory less there is NO OTHER WAY to move the story along (and, I'm sorry but, if there is no other way then cheating, you didn't set up your story very well!)
Fair as Fair can be? After espousing cheating... I'm going to go on about being fair??? Yes I am. I am talking about being fair to the PCs... In everything. Sure you have to cheat (sometimes!) to keep the game flowing. But if the players figure out your amazingly complex, brilliant story in 2 seconds flat... congrats, they earned it. Learn from it and move on. Did they just blow a hole through your "Betty-Sue" because they thought his named sucked? Well aside from breaking the above listed rule (thus, in my mind, EARNING the killing of this NPC) well, I guess he's dead. Pull up your big boy/girl pants and move on. On the other hand. Some players get it into their heads to do amazingly, stupid, suicidal things, like flipping the bird to Lofwyer in his office. Or randomly walking down Wall Street with an Auto cannon on their back. Or peeing on the fence they KNOW is electrified... You, as the GM are under NO obligation to save their sorry silly little butts! They flip off Lofwyer? He eats them. End of story. They pee of the electrified fence? They get zapped.
Also keep in mind there is only ONE set of rules! And they apply to everyone! The same rules you apply to Bob, count for John, as they do for Ted, and they most certainly count for your NPCs! There can be no double standard for rules. They must apply across the board, evenly and fairly to all. (Unless of course, you cheat! but then it BETTER be in your players favor!)
I AM the LAW!!! nothing grinds a game to halt faster then a rules lawyer arguing Vs the GM. As the GM you are expected to know the rules... but guess what? There is a FRICKING LOT of rules! Read, then re-read, then read again every book before you put it into play. Make sure you have at least a passing understanding of the rules before you start playing. And if you don't know something... WING IT!!! That 20 minutes it takes to look something up is 20 minutes no one is having fun! There always seems to be a single player who knows more then you do about some facet of the mechanic of the game. Use this to your advantage, but don't trust his interpretation... Players have a nasty habit of "remembering" things to our best advantage. If he knows the book and approximate page the rule can be found on... look it up, read the rule, make a judgment call and move on. Later, after the game has ended, revisit the rule and see if you made the right call. Sometimes you will, sometimes you will mess it up horribly! If you do mess up, admit to it, fix the error if you can, apologies for the mistake and move forward. At my table I have strict "2 minute" rule. If we can't find the rule in 2 minutes, I make a call and move forward. I have been wrong LOTS of times, I admit that easily! Usually before the next game starts I revisit the questionable rule and my call and explain that I made a mistake and try to fix that mistake... Sometimes that can't be done... but, meh, what can you do? Move on.
You Mean I Don't Make the Rules? House rules. <Shudder> boy oh Boy do I have a love/hate thing with house rules! If you look that this "War and Peace" sized post it's clear that I have more then a few house rules of my own

But, how do I say this with out sounding like an ass?

Sometimes house rules ruin a game. The rules in the books are there for a reason. They form a backbone to the mechanics of how the entire system works. They are the engine in your car that makes it go. Some seem silly, some strange, some seem to make no sense at all. Before you decide to make a house rule that contradicts or changes a rule in the books... take the time to
THINK VERY CAREFULLY (you notice the bold, underline??) sometimes the smallest change to a single rule can have a huge unbalancing effect on the game as a whole.. Usually in the direct oppose path that you wanted! Over the last 20 years, I have house ruled, changed, pared up, scaled down just about every rule you can think of in a half dozen game systems... and 95% of those changes came back to bite me in the ass later on in play

I'm not going to tell you to not house rule... heck it's your game! Play however you want! As long as you and your players are having fun, that's all that really matters right? All I am going to say is, Consider every possible angle before you change something in the name of "game balance". Because the chances are great, your changes are going to lead to another sort of imbalance somewhere else. Another two words to look out for are "Overpowered" and "Nerfed". Generally speaking when someone says something is "Overpowered", what they REALLY mean is "that is more powerful than what I like to play" and is usually a sign that they are also misapplying the RAW/RAI. (And usually caused by a house rule made because some GM/Player doesn't like/believe in another rule somewhere else). "Nerfing" is usually a demand that comes up when people take an abstract view of something (usually an archetype) and extrapolate a "power curve" to a specified point. And in doing so, they usually lose sight of what it actually takes to get to that point. The road the players have to travel is filled with pitfalls, death, uncertainty and remorse. I can't tell you how many players over the years have shown me their "Power Progression Curve for the Most Masterful Dealer of Doom and Destruction that ever walked the Earth!" Not one. Not ONE EVER has ended up as they laid out their master plan. Even more fell by the road side, dead by their own choices or by random luck of the dice that I couldn't bluff/lie/cheat them past. That is the true nature of an RPG... big dreams bitter loses sweet victories. Don't sweat it if a player comes to you and says "you gotta nerf those Blue Eared Jacklelopes! That 500 Karma they will take over the world!" 500 karma is a long ways away... and you never know when an anvil is going to fall out of the sky on said Jacklelope! And resist your own thoughts of "OMFG!!! Orange lemur shape changers are UBER once they get to 300 karma" cause you know what? That's a long ways away too, and chances are by the time everyone else is at 300 karma, that orange Lemur is merely "really good" at 'XYZ' but probably below average at 'ABC'. There is no true balance to the force in RPGs... There is only choices... some are made for the long term; some are made for the short term... live with them all instead of wasting your time pulling out your hair trying to balance the unbalancable.
That's not a Knife... THIS is a KNIFE!!! Combat... wonderful, glorious combat! The bread and butte of instant gratification and the source of humor the RPG world over! (admit it... at least ONCE combat has lead to something EPIC happening that caused they entire group to break down in a fit of giggles!) This is a part of Shadowrun that is so truly hard to judge how to do "right". I have spent hours and hours and hours coming up with "battles" for my players. All to do the famous TPK on a lowly squad of mooks... or had the "Supreme Nasty of Nasties" turn out to be an over filled balloon that popped the moment a PC said "Boo!". I think this is because there is such a wide disparity in the combat abilities of a group from character to character, game to game, that it is impossible to say "at 15 karma, THIS is the perfect encounter for my group". I have come up with some guidelines (NO! Not house rules... G-U-I-D-E-L-I-N-E-S) to help me plan encounters. Remember all that time I told you to invest in your player's character creation?? Here’s where it pays off.
I divide all my encounters into 3 categories. "Mook”,"Advanced", "Boss"
From there, there is 3 power levels (yes, they are called 1, 2, and...... 3!!!)
*** "Mook" these are the average peons of SR. they are the ganger, the basic security guard. They are the ones that die... usually quickly ... usually without thought. There are 3 types of mooks... just as there are 3 basic types of threat... Physical, Magical, and Matrix. (drones are physical, Spirits are magical) they have a dice pool of 1/2 the AVG of the party that will be fighting them... meaning if all the characters have a gun skill (and thus could be fighting physical threats), then the mooks have an average gun skill 1/2 the avg dice pool of the party. If only ONE player will be fighting a mook (like in the matrix) then they have 1/2 for the dice that the matrix player has. Equipment is on par for what they are... meaning ganagers have crap to good weapons (depending on the gang) Secuirty has security weapons and armor.... and so on and so on.
*** "Advanced" these are those hardy, fulfilling, meat and potatoes encounters that players go "that was good... too much salt... but still good!" Average dice pools of 3/4 to full on average of the player characters. Equipment is a little better... as is their use of tactics. These are the SWAT forces, emergency response security, and anything else that should be a challenge.
*** "Boss" These are the guys that players take their time to plan out what they are doing, how they are going to do it... and groan when it blows up in their face. I don't use many "Boss" level battles because they have a habit of killing player’s dead... D E D!!! DEAD!!! Dice pools of 1 to 1.5 the party average. Great gear, great tactics (planned out ahead... to be fair to the players if they come up with a winning strategy!)
Power levels reflect 2 things... magical/cyber gear... and numbers. They are abstract with no hard fast rules... but fall along a 75%, 100% and 125% value of the players. Meaning, at Mook Level 1, the mooks numbers and equipment is 75% that of the party's value. Mook level 2 is 100% of the party’s numbers and value. And so on and so on. This gets REALLY dicey however at, say, Boss level 3. Yea...this of level encounter has lead to TPKs... But then again it should (this is like the players pee in Lofwyr's coffee... expect harsh, brutal judgment)
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Wow! Have I typed out a lot here! I think I am going to leave it at this, as I am sure you all have a fair to good understanding of how I run things by now,. And my reasoning behind why I do things in a certain way. Like I said WAAAAY at the top, I would love to hear what your take is on the role and responsibilities of a GM. Please share with the rest of us! Help us all grow in your ability to host great games!
(Later on, I will talk about I design a story for my players... probably in another post!)