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What runners do between runs

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OFTHEHILLPEOPLE

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« on: <10-12-12/1440:18> »
Hey, so Savage Worlds has a really cool system that I'm wondering could be implemented for Shadowrun.  The whole point of the mechanic is that between missions/sessions your characters aren't just sitting around twiddling their thumbs, they're living their lives and keepin' on with keepin' on.  So at the start of the session the players would draw a card (Because Savage Worlds is very heavy with playing card usage) and depending on the suit they would have some story element to build off of prior to the game.  It can be found here

My question is has something like this been made for Shadowrun or do GMs prefer to just let their players decide what's been happening between runs?  Would the GM community like for something like this to be made?  Because I would be happy to throw something together or if someone would like to take the initiative we could collaborate here.
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Mantis

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« Reply #1 on: <10-12-12/1512:30> »
Someone on dumpshock had an off time generator that I got part of. He couldn't find the rest of it and I'd rather not post it without permission. Uses dice instead of cards of course. For our games, most of the off time is taken up by training or getting new gear or surgery. They don't seem to often have just time off.
On the other hand, I'd probably give something like that a go since adding a little something between sessions can be fun. So yeah, I'd at least try it so long as it is balanced.

OFTHEHILLPEOPLE

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« Reply #2 on: <10-12-12/1526:46> »
Well from a DM stand point and from the examples used in the Dramatic Interlude, what would you consider unbalanced for a player to roll on a table like that?  Personally, I like the idea of an unexpected random item "found" as described in that PDF because it kinda gives that sense of excitement to play with a new toy...a toy that blows people up. :P
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Walks Through Walls

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« Reply #3 on: <10-12-12/2118:24> »
My group actually uses a online board to run the time between session and take care of the rolls for availability, and training. We also use it for between run legwork and investigation of plot hints and clues. When one of the players was playing a technomancer we did his submersion on the board also. I also use it to tell of background information and such that they hear about during the downtime. Sometimes it relates to what they just did or about to get into, and other times it is just filler and fluff.

I personally don't like the randomness of the given table though it probably works well in the given system. I would rather have the events build into the world setting, but that is just my personal opinion. I do agree that having something happen between missions is better than the runner is just sitting by the phone waiting for their fixer to call saying they have a meet.
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Mantis

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« Reply #4 on: <10-12-12/2237:38> »
Well from a DM stand point and from the examples used in the Dramatic Interlude, what would you consider unbalanced for a player to roll on a table like that?  Personally, I like the idea of an unexpected random item "found" as described in that PDF because it kinda gives that sense of excitement to play with a new toy...a toy that blows people up. :P

I'm assuming you are planning on making such a table for all to use. I don't find anything in that PDF to be unbalanced from a Savage Worlds perspective but it also gives no hard and fast numbers beyond the Wounds or Fatigue. However, I've seen those sort of things done before and been unbalanced in one way or another (too much loot or not enough compared to the negatives, and so on). That's all.

FastJack

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« Reply #5 on: <10-13-12/0043:04> »
Considering the books give plenty of rules regarding how long it takes to train skills, how long it takes to buy black-market items, and monthly costs for just about everything, it's pretty easy to figure out what they are doing when they are spending their Karma.

Redmercury

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« Reply #6 on: <10-13-12/0940:30> »
In between runs is where I usually ask the players what they want to do. Most of my players have their own ambitions and goals, so if nothing else they'll act on that. It's the time that allows me to improvise more than on most runs, since I don't have to keep track of as many time related things. It's my favorite time to add color to the setting for the players. It helps them flesh out their characters more too. I know my players roleplay more when they're not on missions, and they know that I like to give rewards (and sometimes fun mini plots) for good role playing. The best part of it for me is that things go less according to plan for the players during this time, so I get to see how they cope more.

Reaver

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« Reply #7 on: <10-16-12/0645:40> »
My players use their down time to train new skills, aquire new gear and live life. Usually this is covered in a fluff format... ("ok guys you have had 3 weeks off before you could land an other run. What did you do in the mean time?")

Other times, I use their "off" time to throw a plot or adventure hook at them... While these aren't runs in the traditional sense, they do make the world come more alive for the players. ("So John, you're sitting at the bar nursing your drink and trying to get comfortable with your healing ribs after that 4th floor swan dive last week on the NeoNet run. A waifish, plain faced women has been eyeing you and occasionally smirking to herself. She gets up an walks past you on her way to the door... 'had a nice fall?' she mutters as she passes you")

These can lead to interesting times for the players, or new contacts, or a world of hurt... But rarely do they get 'something' for free...
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Kot

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« Reply #8 on: <10-16-12/0733:39> »
My group actually uses a online board to run the time between session and take care of the rolls for availability, and training. We also use it for between run legwork and investigation of plot hints and clues. When one of the players was playing a technomancer we did his submersion on the board also. I also use it to tell of background information and such that they hear about during the downtime. Sometimes it relates to what they just did or about to get into, and other times it is just filler and fluff.

Facebook groups work really well for that - I have an ongoing Mage: The Awakening campaign, with two FB groups - one for the players, with rules discussions (we're using a large amount of heavy houserules, a bit shadowrunny in style), and a second one for the characters and in-game information. Works really well, and it would do even better for SR, given it's nature.
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farothel

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« Reply #9 on: <10-16-12/1205:41> »
Since downtimes are mostly measured in weeks, we normally just say at the beginning of a session what we spent our downtime on.  Most often it's obvious anyways.  In our current Vampire campaign we do write it out, but there downtimes often cover years and soon enough probably decades as well (we're running the Transylvania Chronicles).
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OFTHEHILLPEOPLE

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« Reply #10 on: <10-16-12/1225:54> »
I'm assuming you are planning on making such a table for all to use. I don't find anything in that PDF to be unbalanced from a Savage Worlds perspective but it also gives no hard and fast numbers beyond the Wounds or Fatigue. However, I've seen those sort of things done before and been unbalanced in one way or another (too much loot or not enough compared to the negatives, and so on). That's all.

Well I would, but it looks like everyone pretty much has really good ideas about what their players do in their down time.  I was simply offering to make something along the lines of the Savage Worlds Interlude sheet for Shadowrun GMs that want it.  But having read what everyone does and how time is spent on upgrades, implants, and recovery I would guess that should something like this be made it probably wouldn't be used to great effect.

I may still give it a shot just for kicks but I'm not expecting some revolutionary work of art, ya know?
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Redmercury

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« Reply #11 on: <10-16-12/1252:56> »
I'd give it a go. Love the randomness.

Mantis

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« Reply #12 on: <10-16-12/1626:13> »
I can still see utility in it. There are plenty of times when a character just has nothing to do with their down time for one reason or another. They may be saving karma to get that attribute or skill group boosted, they could be waiting for gear to arrive or maybe the whole team is off for a bit while the magician makes a new foci (heh, yeah right).
Something like this could certainly fill in those blank times if the player has nothing they want to put in there. I'd include things that could affect their contacts as well so that it ties into the world more tightly. Perhaps gaining a new contact or something like that. The bonus beni from the chart could be an extra point of edge to use on the next mission, that sort of thing.

farothel

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« Reply #13 on: <10-16-12/1640:23> »
I can still see utility in it. There are plenty of times when a character just has nothing to do with their down time for one reason or another.

Unless you have the 'hung out to dry' quality, you can always do something with your contacts to keep the loyalty rating up (or to improve it).  Take them out to the movies or a club you managed to get into, just a drink, or whatever (depends on the contact of course).
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OFTHEHILLPEOPLE

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« Reply #14 on: <10-16-12/1810:16> »
Totally.  I had been making a list of possible things to throw on the list and both of the things you suggested were on there, Mantis. :P  I also included possibly finding a runner-safe location like an underground bar or back alley medic which would have to be described in detail by the character how they even came to find these secret places.

I do like the idea of just mundane things like farothel was recommending that promote contact relations.  It could be used both ways too, I guess, where a contact that's sketchy is someone you take out and kinda get blackmail on.

Any suggestions are totally welcome.  The more roleplaying opportunities for characters the better.
Looking for a game (local or online) --Austin, Texas--