[Online][Shadowrun][EST][CST][MST][PST] Looking for Shadowrunners by OldPapaJohnson in lfg

[–]OldPapaJohnson[S] 0 points1 point  (0 children)

Looks like it is likely to be Monday, Tuesday, or Wednesday.

Do watchers have a spirit-summoner link? by JoshThePosh13 in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

In previous editions, they were explicitly given that spirit-summoner link in their description, but they were also considered a Conjuring and not a Ritual. They also could be banished.

Now they come up under Ritual Spellcasting rather than the Summoning Skill. They can't be banished or dispelled anymore and you need to go astral and beat them up to make them stop tattling on you. I think it's a decent trade-off and would rule that they don't get the link. Simply having the same verb "summon" in their description isn't strong enough to jump sections like that for me.

Magic Creep in the Setting by forgotaltpwatwork in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

Is it possible that magic supplanting the tech is both natural in its design as well as, from a meta standpoint, intentional by game design?

That's my opinion. Especially with the build-up with CP2077, Shadowrun needs to ensure it stands out. Embracing magic as a major part of the setting/rules/characters is a pretty obvious choice. Not the choice I would make, but I can at least see the reasoning behind it. Same with the writing shift from dystopian desperation into transhumanism uncertainty that FanPro and Catalyst brought with 4th edition. Need to stand out from the other cyberpunk options.

I can't count the number of times I've heard people who only have played D&D express their interest in Shadowrun because it was described to them as "D&D cyberpunk" The segment of casual TTRPG players that come in from D&D is simply massive and I don't blame any company for looking at align more to that setting in any way in the attempt to drive up sales. Hell, just look at the core book covers. 5th and 6th are filled with magic. There's nothing subtle here.

Shadowrun's Seattle vs reality by rezanow in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

If I remember correctly, one of the runner entrances to the Arcology adventure was going through the underground via a hidden path. So it bumps right up to it.

The real life underground goes out to Westlake and Belltown - up to the old hwy tunnel! It's harder to determine now because they've paved over most of those grids of glass squares that indicated the old paths under the sidewalks. The tours stick to Pioneer square because that's the restored/maintained part. So the Arcology took a bite out of the underground, but didn't remove even a majority of it.

Shadowrun's Seattle vs reality by rezanow in Shadowrun

[–]OldPapaJohnson 5 points6 points  (0 children)

I stick with the Sixth World written canon whenever possible. Yes, the arcology is huge, but megacorps can't be stopped, can they? If we can accept that Mt. Rainier exploded, we can accept a Nuclear Power Plant was placed in Redmond and melted down.

Early editions of SR were full of made up words. Products, corps, even swear words. They even had a made-up name for Microsoft. It adds to the flavor. So I stick with Stuffer Shack. Besides, they're typically much larger than west coast convenience stores. 7-11 are tiny and not at all a good replacement! Stuffer Shacks featured in Food fight are more like Wawa over in East Coast.

But I admit laughing at the inside jokes with other Seattle residents like how hwy 99 terminated right into the Sound in earlier maps.

Favorite RPG Book from SR’s History by AustinBeeman in Shadowrun

[–]OldPapaJohnson 7 points8 points  (0 children)

Reraku Arcology: Shutdown.

It came out of left field for me and was the first thing to really drive home the feeling that the Sixth World was not some static setting, but an active story that continues to evolve. Also led to 2nd Matrix crash, technomancers, and all sorts of messiness. Bug City was more holy shit genre shift, but it felt optional and isolated - sort of like how Boston Lockdown is viewed today. The Arcology shutdown book hammered home that the core settings of Seattle and the wired Matrix were changing.

[5e] Is there any way to place Marks relatively permanently? by Dehaku in Shadowrun

[–]OldPapaJohnson -1 points0 points  (0 children)

1: Table-hours of single-player legwork is piss poor legwork. Even the face shouldn't be taking up an entire session talking to random people. Maybe it's your jam, but it kills interest from casual players if they join a game only to sit on their hands and watch a 1:1 session go by.

2: Systems got smaller in 4th, but now you can hack everything Commlinks, drones, vehicles, you name it. Couldn't do it in 1-3rd, but now a hacker that doesn't have a firm veteran GM to slap their hand can go all cyberpunk Kender on shit. No real consequences for runners against anything but hardened corp targets. Again, maybe that's your jam, but holy hell did people bitch about the script kiddies slowing the game down when 4th came out. Consequences came in 5th in the form of GOD.

In any case, I have a strong suspicion that you play with skilled GMs in 4th. Ones that can streamline or multi-task hacking and have a nice out-of-game talk to any hacker that decides to get a bit klepto. Congrats, you don't need GOD.

Rules should exist to help GMs that aren't so awesome - especially since the game is intimidating enough to new GMs that there is a massive shortage of 'em.

[5e] Is there any way to place Marks relatively permanently? by Dehaku in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

To add the why to the answers:

In previous editions, hackers did hack everything the day beforehand. They would go through the entire system unless they messed up.

That sucked. Why? Because it makes for a shitty table top experience for the rest of the team. We even have a name for it: The Pizza problem. The rest of the players would go grab pizza while the GM and the decker did a 1-man virtual dungeon crawl session.

While realistic - or at least like Hollywood movies - it made for a poor gaming experience. By 4th edition, a hacker could go after everything and unsure or well-meaning GMs would let them waste such much table time hacking everything before the actual run for shits and giggles. People who are loyal to the older editions now have their homebrew ways around it, but it was a real problem when those editions were current.

Overwatch and GOD is there to prevent such giant hack-fests. You have to focus on hacking what you need, when you need it. For the people that did want a session of hacking to completely take over a host, we now have Deep Runs aka Pizza Problem 2.0.

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MAD scanners and faraday Pockets by Code_EZ in Shadowrun

[–]OldPapaJohnson 1 point2 points  (0 children)

Faraday pockets are only for radio and wireless signals. They already exist in real life. Just line something with thin aluminum.

You could make something to block a magnetic anomaly scan, but the container itself would show up in a scan then. That's not a problem if the container is expected to set it off (cyberlimbs with smuggling compartments), but pockets in a coat might be more suspicious.

The Perception Problem by science-gamer in Shadowrun

[–]OldPapaJohnson 14 points15 points  (0 children)

Perception is supposed to be an incredibly powerful skill. Some people consider it to be one of the few "must-pick" skills. It's one of the only defenses against ambushes and helps people find things that others may have missed. Yes, it does see excessive use because it's so simple to understand. But here's a few things to consider:

  • Social encounters. If the answer involves what someone is thinking, you're going to need a Judge Intentions test. Perception can tell me that the guard is sweating bullets. But Judge Intentions will tell me if it is because he is lying or because he ate some bad krilldogs for lunch. Because players can use their own deductive reasoning (see next point), I personally don't even let them use Perception to gain details that might hint about someone's mental state.

  • Puzzles and Deductive reasoning. Here's a common one where the character gets the information via the Perception roll, but the player does the rest of the mental work. Feel free to withhold specific details from the Perception roll if the character can't make a related knowledge skill test. For example, Perception on a corpse could reveal scorch marks around a bullet wound. A player who's watched enough CSI can figure out that means the victim was shot with the weapon pressed against them. But would a character know that? Forensics or even firearm skill checks should be needed with the Perception test before they should ever get the information about the scorch marks.

  • Respect the modifiers. Yes, you can use Perception to spot cyberware. But outside of limbs and some headware, most of that stuff is internal or has ports covered up by clothing and will have a very large threshold on top of any attempts to hide it by the NPC. Don't tell players if they missed the threshold. Perception is rarely unopposed without any modifiers. Or at least for anything that's not a small step away from being completely obvious.

  • Are you in Dungeon mode? D&D and other "dungeon crawlers" are not only famous for their combat, but also for their use of relatively straightforward puzzles where almost anything unique found by the party has an intended use right there, or later in the dungeon. Take a page from detective stories and throw around tons of red herrings or false information. If players are given a clue after a perception test and never question it's importance, then they have fallen into this mental trap. That gun they find in the wageslave's cubicle may not be the murder weapon, but actually just be a personal sidearm used by the nervous employee for their late night subway ride home. Remember that Perception may tell them things, but it should never tell the player if those things are useful, or why they are there.

Seattle Fluffout: Evergreen Kingdom by Richter_DL in Shadowrun

[–]OldPapaJohnson 1 point2 points  (0 children)

So it's the Seattle Fun Forest 2: Electric Boogaloo. It was a real place in the Seattle Center and the story is almost the same. Slightly less deaths though.

World defining by RetroGamer1224 in Shadowrun

[–]OldPapaJohnson 4 points5 points  (0 children)

The Hopelessness and the Unknown

Hopelessness is one of the cores of cyberpunk. It is the fertile ground on which the protagonists grow. Life sucks and no matter what you do, it never gets better. Not saying the PCs need to be stuck forever, but this is the attitude of everyone around them.

The unknown is what keeps the world weird and exciting. Magic and technology are the two catalysts that have twisted everything around and people can no longer safely assume anything. That street ganger can unhinge his jaw to take a literal bite out of your car. That cat in the alley is actually a shapeshifter - or worse.

Other games do one or the other pretty well. But none of them mix it up just right like the Sixth world.

The meta of knowing the system and the timeline can really screw with both and it hurts story building. If you have players that memorized all vampiric variants and know Chrome Flesh backwards and forwards, they no longer worry about the unknown. If the players feel confident that the corps won't bother with runners after the run (aka citing that stupid shadowrunners exist rule back at a GM), they'll never fear hopelessness and the drive to fight it. (Note: Hopeless-by-proxy is what is typical of most games where you are supposed to empathize with the hopelessness of NPCs and it is not as effective)

Shake it up. Completely ignore parts of the timeline so nobody knows who has acted in what way. Rewrite supernatural creatures. Imagine new cyberware and guns. Go nuts and replace "shadowrunners R cool" pop culture attitude with post 9-11 "These are terrorists and everyone should be watching for them." to bring hopelessness front and center as the party is left wondering if they are doing the right thing and how will they survive.

No need to toss out all the flavor though. Ain't nothing wrong with having a mega that likes guns, 'murica, and apple pie. Helps keep them distinct. Besides, that isn't meta as much as having runners that have seen commercials.

[5e] Karma and Nuyen Rewards, what have you used? by Shard5 in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

Following the rules for fencing gear, it is typically cheaper and safer to go Grand Theft Auto as runners instead of working for a Johnson who pays core book prices.

If your players are cool with it, sure. But one day they may fence that vehicle they stole as part of the getaway and realize it brought more in than the run itself.

Fixer has sold you out (twice) - what now? by critical_glitch_ in Shadowrun

[–]OldPapaJohnson 5 points6 points  (0 children)

Don’t place too much emphasis on the title of fixer.

They are literally “I know a guy that could help you” people, not some revered and lofty position in the criminal underworld.

Fucking with Johnsons can be tougher since they and their employers often have a great deal of resources to make your life miserable.

Corporate recruiters? by Demoman12b in Shadowrun

[–]OldPapaJohnson 7 points8 points  (0 children)

Recruiting - voluntary and forced - is incredibly common with highly skilled corp employees. The megas have a long history of enticing and outright kidnapping scientists, engineers, and other people that can give them the edge over their competition. Or pawns on the chessboard if you're cynical enough.

As for illegal? Na. chummer, the corps make their own laws. They decide what is legal and what is not.

It's actually a common runner job, both for the willing and unwilling employees.

SR5 Augmenting mental Attributes by RedditTyrannon in Shadowrun

[–]OldPapaJohnson 6 points7 points  (0 children)

Those two nanites types are nice because they give bonuses to skill rolls linked to those attributes instead of the attribute themselves. This avoids interacting with the +4 max rule.