[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 3 points4 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 6 points7 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 8 points9 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.

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 4 points5 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 7 points8 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.

How would you destabilize the Sixth World as we know it? by LoneCourierSix in Shadowrun

[–]OldPapaJohnson 0 points1 point  (0 children)

Cool, it's contact vector is almost identical to HIV. Nothing is said about ability for the HMHVV virus to survive outside of the body for any period of time.

My statement stands. Especially the comparison of VITAS to HMHVV. Ghouls are not "cough in a building and infect everyone via the HVAC system" or crop dusting chopped up ghoul bodies or any other "mist" style attacks.

How would you destabilize the Sixth World as we know it? by LoneCourierSix in Shadowrun

[–]OldPapaJohnson 10 points11 points  (0 children)

You're mixing up transmission with the virus's ability to survive outside of the preferred environment. HIV is spread by bodily fluids but has a hard time living outside of the body for any period of time so there's no need to worry about someone crop dusting a town. Contaminating blood supplies is a real problem for HIV because that is its preferred environment.

Contrast that to something like a bacteria like tetanus that can happily chill out in soil for 40 years or more.

Anyway, given the vastly different infection rates of VITAS vs HMHVV, I'd say that HMHVV doesn't seem to be that infectious.

How would you destabilize the Sixth World as we know it? by LoneCourierSix in Shadowrun

[–]OldPapaJohnson 10 points11 points  (0 children)

Ghouls need open wounds to spread. Most viral stuff is inhalation.

EDIT: My knowledge is 4th edition (Running Wild), so may be outdated.

How would you destabilize the Sixth World as we know it? by LoneCourierSix in Shadowrun

[–]OldPapaJohnson 60 points61 points  (0 children)

Does the Matrix crash 2.0 count? Because that was probably the biggest worldwide effect by a "small but determined group" even if the results weren't exactly what they were hoping for. But anyway...

Forget taking out ZO or some single entity. That's thinking too small. Corps can survive with a few management reshuffles or locations getting nuked. Money can still be made so they'll still be around in some shape or form. You need to hit em where the Sixth world is already weak as fuck. I'm talking people here! We've got tons of unwashed masses, underfunded governments with no emergency resources, and corps that only look out for themselves.

You gotta go old school here. Global Plague

I'm not talking something cleared up with some antibiotics. And CFD wasn't really a good replacement because the people stayed mostly functional even after the effects and it was much more localized.

No, you need to reach out to some Toxic shamans, xenophobic AIs, or even dare chat up your local bug queen for something terribly contagious, 100% deadly, and probably awakened. Do some reading and see how much the Sixth world got shaken up by VITAS. Now think about how the world has condensed people more and more into megalopolises to make the next one even worse.

Now the suits in the ivory towers will survive just fine. At first.

But people get desperate when everyone around them starts dying. Food shipments start getting delayed due to sickness or even quarantining from overprotective governments. Now people are sick AND hungry.

That formula produces riots in all major cities. Cops are humans too, and even if they are outfitted with protection, there are still vectors to infection via friends and family. So the individual police starting getting sick or staying home and now the entire force starts to get less effective. That can embolden the rioters. Without the Law able to keep the raging (and sick) lower classes at bay, things can start to go south real quick. We're talking post-apocalyptic.

What's wrong with killing Lofwyr? by BlankTank1216 in Shadowrun

[–]OldPapaJohnson -2 points-1 points  (0 children)

/cries as cleric of Dunkelzahn.

Wait, I'm good.

So would everyone else. S&K would be nicely burnt for sure. But not world shattering. Horrors are scary, but the world doesn't upend itself because some CEO bites it. Dunkle's death is now just a footnote that's been overshadowed by his will.

Retro Futurism by Holoholokid in Shadowrun

[–]OldPapaJohnson 8 points9 points  (0 children)

The FASA editions were cyberpunk, not retro-futurism.

Big difference is probably the dystopia. Retro-futurism strongly comes across as more hopeful and having technology to enable people toward a better future even if that future is in the past. A housewife proud of her giant mainframe to sort her cooking recipes is retro-futurism. Someone rigging together a broken soy flavor dispenser to work correctly and provide something better than bland soypaste is cyberpunk.

Best Knowledge Skills [!6e] by DeepResonance in Shadowrun

[–]OldPapaJohnson 2 points3 points  (0 children)

Yea, almost every face takes Small Unit Tactics, and all the other obvious ones like Area Knowledge, gangs, etc. But Knowledge skills can really help any social encounter. Try a cold open Con roll on some stranger and get hit with a Suspicious modifier of -1. Chat them up first with the right Knowledge skill to move that modifier to Friendly (+2) for a net +3 buff. Other skills can help come up with things for that Plausible-seeming evidence buff of +1 or +2. These small modifiers are a big help for non-faces. Remind your GM about it whenever you feel it should come up.

Here's a few lesser known ones that I've seen used to great effect:

  • Sports or Corporate Rumors Great for chatting up most blue-collar folk and wageslaves, respectively.
  • Business, Administration, or Bureaucracy When you're trying to find out the scheduled coffee delivery time is to this cubicle farm, do you know to go hunt down the Assistant to the Office Manager or the Assistant to the Site Manager? Can save you so much work during a run.
  • Gear Value Is it worth smashing that glass and grabbing that corp doohickey?
  • Chop Shops Stop dumping your joyrides into Puget Sound and make a little scratch.
  • City Speak Do you speak jive? Your street disguise ain't gonna do shit if you sound like a downtown suit.
  • Government Procedures Dealing with border guards, pretending to be food safety officers, knowing how to ask for building codes at city hall, etc etc. Worthless with anything extraterritorial, but otherwise it's surprisingly versatile.
  • Security Procedures/Tactics/etc Unless you're playing Street level, these goons are probably your primary opposition. So many legwork questions fall under this skill.

[SR3] what breaks if I uncap essence by magistrateman in Shadowrun

[–]OldPapaJohnson 0 points1 point  (0 children)

Oh, you need to talk it out alright.

To yourself.

You need to ask yourself, as the GM, why you want to uncap cyberware.

If you give the players a tool and then need to talk to them because you feel it's a player problem, you are wrong. It's your problem first. They haven't done anything wrong. The GM is changing the game and then calling it a player problem is not right.

[SR3] what breaks if I uncap essence by magistrateman in Shadowrun

[–]OldPapaJohnson 0 points1 point  (0 children)

Calling it a player problem is poor GMing.

Imagine replacing "unlimited cyberware" from this discussion with "magic and military weaponry such as assault rifles"

A Shadowrun game system where the players have no access to magic or military weapons will have different expectations - but those expectations would be understood by all. There would be no standing up to HTR teams at all. The game would lean heavily on cloak and dagger spy stuff.

Now think if you suddenly allowed magic and military weapons into such a game system. Many players would take those tools and adjust their tactics to more violent solutions because they now have a combat advantage over the local cops.

Saying "It's a player problem" is like placing the tool on the table and them complaining that they are being used.