I find it more than a little ridiculous how you and your few, but very vocal, supporters seem to equate not wanting something that is covered by a quality added to a character without consent with saying that the claim is permission is needed to be shot at or catching the diseases printed that have clear and printed mechanical onset times and roll intervals. The point is that there is a quality for TLE-x and no clearly laid out onset time or roll interval for it, thus as JAD stated, it's all in GM Fiat as to when. This is repugnant. I am merely saying that for that specific case it should simply be take the quality and have it, don't take it and don't worry about it.
Again with the Quality thing.
Do you
understand the difference between something taken by way of a Quality - whether it be TLE-x, Scorched, Amnesia, Bad Rep, Bi-Polar, Distinctive Style, or
whatever - and one gained in-game due to decisions made, either at game-start or in-game? Gaining it in-game means it may take money, time, roleplay, or several runs to get rid of, but it isn't going to take karma. Getting rid of a Quality means it's going to take all those
and karma. You obstinately equate 'I have (condition) at Game Start which I'll need get fixed AND buy off with karma' with 'I've gained (condition) which I'm just going to need to get fixed.' Just because someone hasn't taken a Quality doesn't mean they can't have those effects applied to them at some point.
That's what game play is about. And actually, I have pretty much everyone behind me on this one, because I've explained myself, people realize that 'hey, he isn't just slapping people out of the blue, and y'know, this isn't something I'd need to spend karma on to get rid of because it's not a Quality.' You can't grasp that fact. Gaining it in-game
does not equate to getting hit with the Negative Quality. Even if, with the Negative Quality, you got it fixed AND took out all your cyberware, unless you bought it off with karma,
you would still have the condition until you did. And getting hit with the disease in-game, you can just spend your money, go through surgery, and have it fixed up so that you can start taking your drugs again, because you
don't have the Negative Quality.
Basically, what it comes down to is that I feel that the GM should be held to an even more stringent standard of following the rules as written than even the players. And before you ask, yes I do in fact hold myself to that standard whenever I run. If the players can't do something (example: just "ruling" that such-and-such happens) then neither can I as GM. It's only fair.
I find this claim to be unfortunately self-deluded.
I notice you added to your post 'Rules as written, not Fluff as written.' FLUFF is in-character commentary. A RULE is something that is NOT in-character commentary. Fastjack talking about something is Fluff. TLE-x is a rule; the way it's applied (i.e. when the GM sees you having implanted a ton of cyberware,
especially move-by-wire) is not fluff; it is a Rule.
Yes, the players are not supposed to just rule that such-and-such happens; they aren't the rest of the world that the GM is meant to control. "I want such-and-such to happen," they are supposed to say, and the
Game Master (remember, that's what those two letters mean) tells them how to go about it. Like, oh, 'I want Move-By-Wire, but not TLE-x' to which the GM replies, 'Take your medication.' This doesn't mean that the GM can (or rather,
should) blithely say, "Okay, so you wake up and you're dead. What do you want to play next?" The GM is the world, and in order to do his job - which is to, y'know, create a good story - he can say anything from, 'someone's just set fire to your doss' to 'roll Perception and Body' to 'because you didn't take your medication, you're now subject to TLE-x'.
The GM, in running the game, in part
defines the rules-as-written all the time, because half of them say, 'this happens when the GM says it does'. It doesn't say, 'this happens when the GM gets permission from the player to have this happen to his character'. It rains because they're playing in Seattle, and the GM says it rains 300 days of the year in Seattle, and if the character doesn't get that 'chemical treatment' (rating 0) applied to his overcoat, the acid rain is going to slowly eat away at it until it's gone. The player's doss is on fire, because the player pissed off a ganger three runs ago, and the GM has decided,
by GM fiat, that it's time for the ganger to get his revenge and try to burn up all the runner's stuff as well as the runner himself. Or the GM has decided by fiat that with the characters made but no alarms going off, one of the security guards is going to use his optics to shoot the character a) from cover, b) by surprise, c) without warning, and d) with a Damn Big Gun.
All4BigGuns, the GM is there to run the world and help the players tell a good story. The rules as written, accompanied by any house rules he or she has laid down, is how he does it. He applies the rules, including those that say 'when the GM decides', as they're necessary. A bad GM sticks slavishly to the rules and does not deviate from them - or if he does, he does so only in manners that negatively impact his players' characters. He can (and will) ruthlessly kill the PCs via the rules if that's the way it happens; he will not fudge his dice rolls; he will let the players run rampant over the world; he will fail to give them a real challenge because they are creative and he is not; he will railroad them down his pipeline and whatever happens, happens. I won't play UNDER a bad GM once I've identified him, though I CAN make him a good player, given enough play time. A good GM will run with most of the rules, will on occasion hem and haw over some of them, and will toss some of them out the window; he knows he's there for the players to tell great and fun stories, so he'll fudge his dice rolls, and sometimes play fast and loose with the rules. A
great GM will know the rules, know when to use them, know when to throw them out the window but not let the player know he's done so - because he knows that not only is he there to help the players tell great and fun stories, he knows that sometimes those stories are meant to be
tragedies, and he'll know which players can handle having those tragedies happen to their characters. And his players will love him for it.
TLE-x is not a goddamn tragedy; it's a 15,000 nuyen, 1-week corrective gene therapy treatment.
Not meaning to offend, but stating this from my analysis of the many, many GMs I have had, and going off your above statement, it sounds like you'd fit into my 'bad GM' range. Going by what you've said about getting up and walking away from the table, it sounds like you'd fit into my 'bad player' range. Considering how obsessively you focus on one section of the rules which
actually does not say what
you think it says - gaining TLE-x in-game does not equal gaining the Negative Quality any more than any of the other issues you can come down with means you gain their associated Negative Qualities either - I'd have to say you fit into the 'bad logician' and the 'bad debater' ranges to boot.
I have never once said that a GM who doesn't want to play with this is a Bad GM. I've said that you who argue that TLE-x being a likely consequence of MBW not being supported in the rules are wrong. It's supported; it's in there. That doesn't make it a Negative Quality, any more than catching any other disease or getting hit with certain psychotropic Black IC and getting a bad effect (like turning you into a blabbermouth or a traitor) will give you a Negative Quality. It's your obsession that's saying it will. You clearly need to re-read WTF it means to have - or not have - a Quality. Otherwise, well - you're caught in a logical loop, and at this stage of the debate, I think it's blatantly clear to pretty much everyone that you equate "coming down with a disease you were warned about" being equal to "forced to take the Negative Quality (without any corresponding advantage)" - which again is something that I've never said, and something that the RAW doesn't support.
So really, your claim to follow the rules stringently?
Clearly not true, and not in the 'good/great GM' way.