Showing posts with label Work in Progress. Show all posts
Showing posts with label Work in Progress. Show all posts

Monday, August 10, 2015

Fireside Chat: Policing

Well, I'm back. It's been awhile but I reached a point where I'm looking to put a group together, and with that I started thinking about Shadowrun again. It only made sense then to restart the blog as well.

I want to ramble for a bit on one of the hardest points to GM of a modern, or pseudo-modern RPG. The police.

I recently wrapped up a play-through of Mafia 2, on the XBox 360, and one of the things I liked about that game, that I think is missing in a lot of games is the fact that the police behaved in a semi-believable manner. Hit someone while a cop is near? That'll get you in trouble. Speed, that'll attract attention. Commit the usual bevy of mayhem, or mischief? That'll get police attention.

Granted, the game handles the police far too leniently in my mind, which results in some odd behavior. For example, you duck down a side ally for a minute, and voila, all is forgiven. Pull back out in front of the same police cruiser, and it's as if you'd never hit them at all. Now, I understand this makes sense from a game mechanic perspective, the game is supposed to be fun, but it rubbed me the wrong way. It, in a way, violates the "rules" that we all intrinsically understand.

The Seattle police department, today, isn't known for their ethnic, and cultural sensitivity. In fact, they aren't known for sensitivity, period. I cannot fathom that this viewpoint will change much in the future, and especially not once you start talking about Megacorps, and meta-humanity.

Where am I going with this? Quite simply, I think the police, and security in general are one of the hardest aspects to get right in Shadowrun. I'm reminded of Shadowrun 3rd Edition. Lone Star officers came equipped with a burst-fire only heavy pistol, the name escapes me, but it was simply terrifying. A car with two officers was a serious threat, simply because they were lethal. Granted, I handled this all wrong when I was GM'ng SR3. I played the cops as bumbling fools, often fudging the dice to reduce the lethality. This made for a more playable game, a more "fun" game, but it's not a memory I look back on fondly.

I firmly believe that the police should be scary.

Part of this comes from a shift in my understanding of what a Shadowrunner is. When I was younger I liked my characters to survive, to reach nearly Godlike levels of skill, and lethality. Character death was unheard of. It wasn't uncommon for characters to retire with millions in the bank.

This isn't Shadowrun.

Shadowrunners die. A lot. Shadowrunners are disposable, cheap throw-away bang-bang for their corporate overlords.

Characters should die. If they do something stupid, or are simply unlucky.

I'm still wrestling with exactly how I want to play the police in my new group, but as the thought processes gel a little more, you'll see my thoughts here.


Thursday, May 22, 2014

Fireside Chat: Running in the Real World

I recently read a review of Elder Scrolls Online, and the biggest complaint is that the player didn't feel like they were the center of the world, and in previous games that had been a major selling point. The reviewer stated that he felt okay with the idea that when he left a town that the inhabitants simply froze, waiting for his return.

That got me thinking about role-playing games and how we as the GM tend to build the world around our players. For example, what's it matter if the next town over is under attack, if our players never visit? When I run D&D I build my world as a series of points each of them existing as a chain as the party moves throughout the landscape. However, if the players journey off that road I'm left scrambling. Simply put, I didn't build a world, I built an adventure, and when that adventure went an unexpected direction I was left flat footed.

I've been guilty of the same behavior in Shadowrun. However in Shadowrun I feel it's almost inexcusable. I've talked a bit about the value of having a folio of people, and places, and the help that can come from having a standing cast but I want to touch on the idea that maybe the players aren't that important. I know, this seems radical but stay with me.

Let's envision a run, the team is hired by a rookie looking Mr. Johnson, new suit, ill-fitting, he pays too much out of the gate, and flubs the negotiation badly. The team is looking to make a lot of money for relatively little work. So far this sounds like a standard Shadowrun setup. Let's take a moment to step back. Why is the Johnson hiring the team? Why this specific group. Remember there are hundreds of Runners, of various levels of professionalism, and skill set. Why did he pick this group? What is going on in his background to make him need a Runner team in the first place?

Let's assume that Mr. Johnson is running a scam. He owns a business, and needs an out. He's going to hire the team, make sure they damage the business so he can walk away with the insurance, and to top it all off he's going to make sure he doesn't need to pay them. Why? Because he's Mr. Johnson. Still sounds fairly vanilla-Shadowrun.

A day or two after the meet Mr. Johnson gets nabbed. His insurance company got wind of the attempted fraud, and he's been picked up and is currently sitting in jail with no way to alert the team that the poorly planned insurance fraud scheme is not going to work. The world has taken an action outside of the context of the team, at this point there's no way they can get paid, but they don't know that. Maybe they go on the run, and finding no resistance, quickly accomplish the tasks set for them. Of course, they don't know that the reason they don't meet any resistance is because the building has been seized by the insurance company, and when they contact Mr. Johnson he's gone quiet.

This is one of the hardest things for a GM to work with. You have a group that's now most likely disappointed. They had a milk run, and now there's no money. Bills need paid, and there's no payday. However this is one of the reasons I absolutely love Shadowrun. The world, the real world, doesn't have to sit still and wait for the team to come along and give it meaning. Have a contact you really like? He bar tend? Well, now the bar's closed. What do you do now? Or, he's been shot. There was a row at the bar and he ended up on the wrong end of a shotgun blast.

I'm still playing with the concept, but I like the potential of having a living, breathing world, and the party is a tiny, tiny cog. I'm sure this will come up again, but in the meantime, if you've ever thought about the wider world in your games, or have interesting ways of keeping your party from feeling that the world revolves around them leave a comment!