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	<title>NightLife's Den &#187; Shadowrun Lessons Past</title>
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	<link>http://nightlife.mageblade.org</link>
	<description>NightLife's Role-playing Blog</description>
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		<title>&#8216;Happyland&#8217;</title>
		<link>http://nightlife.mageblade.org/2009/02/07/happyland/</link>
		<comments>http://nightlife.mageblade.org/2009/02/07/happyland/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 11:41:38 +0000</pubDate>
		<dc:creator>NightLife</dc:creator>
				<category><![CDATA[Shadowrun Lessons Past]]></category>

		<guid isPermaLink="false">http://nightlife.mageblade.org/?p=25</guid>
		<description><![CDATA[Happyland is a term I came up with to describe the kind of a world that a munchkin wants to play in. It&#8217;s a generic term to give a catchall idea of the qualities which munchies like to have intrinsic within the game realms they wander in whether it&#8217;s Sci-Fi like Star Wars or Fantasy [...]]]></description>
			<content:encoded><![CDATA[<p>Happyland is a term I came up with to describe the kind of a world that a munchkin wants to play in. It&#8217;s a generic term to give a catchall idea of the qualities which munchies like to have intrinsic within the game realms they wander in whether it&#8217;s Sci-Fi like Star Wars or Fantasy like AD&amp;D or Palladium or our favorite Science Fantasy game ShadowRun. Regardless of the world or it&#8217;s tech level, magic or it&#8217;s lack therein of. They want one simple thing &#8220;Power&#8221;, power that they may lack in their real lives or an overactive need to get everything with paying any price. But what ever problems they may have in their little lives, they are the bane of every role-player, loony and real man to ever play in a game. They either don&#8217;t realize what their quest for game power does to a game or they don&#8217;t care, I&#8217;ll illustrate. One of my previous players went and jumped ship with a couple of the other guys and started their own game, because I&#8217;m a cold-hearted opinionated bastard and I believe in the idea of ROLE-Playing not &#8220;ROLL-playing&#8221;, but that&#8217;s a different subject. I&#8217;ll elaborate on the CHOB factor later. The former street shaman decided to play his dark-elf fireball loving combat mage because he finally had a chance to try to get to be one on the BA&#8217;s (that bad asses, son.)</p>
<p>First a bit of background of the other game. Now they&#8217;ve got a rookie Gm, one who&#8217;s never attempted to run a game of SR in his life and from what I hear he&#8217;s pretty good for a rookie. He&#8217;s got the basics and isn&#8217;t afraid to restore what he perceives as balance. Now after a good munchie string of adventures with jobs that pay 15k to 30k a run which happen twice a week. Now remember I said, I was a CHOB (cold hearted opinionated bastard) because I only give a run once a month with a week recoup time, sometime with a bit of hospital time too and I only pay 15k to 25k per job total. Now he the decides to get his game on the ball and enter the realm of the real role-player. So he needs to take some things away namely a warehouse full on everything out of the mainbook and Street Samurai catalog except for the cyber. He implements the plan to restore things but get stopped by sheer numbers and the luck of the die. Sorry buddy better luck next time. Don&#8217;t worry you&#8217;ll get it.</p>
<p>Now, back to example. The dark elf decides to cut himself a deal. Their Gm had previously come up with a ruling on the cash for karma idea.( Bad concept, bad FASA, bad, bad, bad!.) His idea was that one karma point was worth 500¥. Personally I gagged at the idea, but hey it&#8217;s not my game and I don&#8217;t have to deal with the problems it&#8217;ll cause. Now he decides to buy himself 200 karma points. Yes I can hear the coughing from the real-roleplayers, and yes I&#8217;ve done the math 200 karma points will cost you according to the formula he&#8217;s using 100,000¥. But don&#8217;t worry it gets worse. So he decides to take this karma and initiate himself to a 17th(?) level initiate. Yes, I said 17th level. Now the new Gm had no idea what his player had done and even the guy I ranted and raved about in lesson #5 was upset. (You know I may have to reevaluate my opinion from lesson #5 and see what I can do about getting Wayne Newton into the office of the Queen of England.) This yo-yo had decided to completely upset the balance of this guys campaign in his quest for power. 17th Grade initiate geez, what&#8217;s the point in even playing anymore a character like that anymore, it&#8217;s time to retire that combat mage. Now you may ask yourself, &#8220;But NightLife all you&#8217;ve done it give an example of a munchkin and no advice, how can this help me with this kind of yo-yo in my game?&#8221; Fear not the advice begins right about&#8230;&#8230;Now!</p>
<p>Now believe it or not it&#8217;s sometimes possible to get a munchkin to reform and become a powergamer and with a tiny miracle even a real role-player. But it takes time and pressure and a rolled up newspaper ( that&#8217;s a joke son.). But, really it can be done with some of them, however it&#8217;s a sad fact just like a alcoholic they have to want to. Explain to them the reasoning behind experience and it&#8217;s associated rewards. I.E.</p>
<p>&#8220;No, you can&#8217;t have the 100 skills points and the megadeath laser guided missile launching 50. caliber assault cannon with the hydrospanning smartlinked custom gripped ivory handle and your cake too.&#8221;</p>
<p>No really explain to them that the big guns, the big skills , and the really powerful magic/psi/phy adept powers come only from experience having them from the get go defeats the point of the game. Remind them that victory that his hard fought for is a 1000 times sweeter than victory handed to you on a silver platter with a dinner mint. Solving a problem it far more rewarding that just blasting it to smithereens. But sometime blasting it is the solution, but not most of the time. Show them if they can think their way out of the current situation that they can get a satisfaction far beyond the norm from having used had used their brains rather that their fists. Show them how to lose themselves in a character that more than just archetype but a living breathing extensions of themselves. But if all else fails and they aren&#8217;t interested in role-playing and won&#8217;t work with you or the others and he/she is causing problems and you don&#8217;t want to put up with it anymore. You can try this method to quote BlackJack &#8220;Since the player exists in reality you can simply lecture him. And the lecture should have one aim: To make him feel like shit. Degrade the bastard. Insult his role-playing ability, because if he is playing the same bad ass all the time he&#8217;s not being all that original. Let him know he&#8217;s messing up the game for everybody else.&#8221; If this doesn&#8217;t work try this to quote BJ again &#8221; If he says he doesn&#8217;t care, tell him, but only as a last resort, to &#8220;Go find someone to play D&amp;D with, you can&#8217;t handle a game as good as Shadowrun.&#8221; Make sure this takes place before or after the game so it doesn&#8217;t interrupt play. And if he still doesn&#8217;t care&#8230;tell him to go home.</p>
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		<title>Faith in Role-playing</title>
		<link>http://nightlife.mageblade.org/2009/02/07/faith-in-role-playing/</link>
		<comments>http://nightlife.mageblade.org/2009/02/07/faith-in-role-playing/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 11:40:53 +0000</pubDate>
		<dc:creator>NightLife</dc:creator>
				<category><![CDATA[Shadowrun Lessons Past]]></category>

		<guid isPermaLink="false">http://nightlife.mageblade.org/?p=23</guid>
		<description><![CDATA[Today in many games especially games like Shadowrun it has become the way for the games to work is to choose one religion over another as the correct way things in the universe. In SR it is the pagan religions that turn out to be correct and expressed throughout the games and the characters within. [...]]]></description>
			<content:encoded><![CDATA[<p>Today in many games especially games like Shadowrun it has become the way for the games to work is to choose one religion over another as the correct way things in the universe. In SR it is the pagan religions that turn out to be correct and expressed throughout the games and the characters within. In the real world it is especially cool to be pagan and receive special treatment in the world. In job selection, on college campuses and the like. It became O.K. for one type of faith to predominate the rest. In the early part of this century is was the WASPS who controlled everything and they were what was considered vogue. Everyone wanted to be one of them because they held the power. Before that it was the Catholics and the Protestants and so on. Today it is the Pagans and all that the term encompass. Now don&#8217;t get me wrong I&#8217;m not trying to slam anybody&#8217;s personal faith. I respect everybody&#8217;s right to believe in what they choose to. From the Native Americans, who have a beautiful religion, one that I admire and respect deeply, although it&#8217;s not one I choose to believe in, to the Houngan of Haiti to the new Druids of England. What I however perceive as a problem is that today as before one is being chosen to come out on top in today&#8217;s game world. Now it&#8217;s cool to slam those who believe in the Cross or the Star of David. It&#8217;s O.K. to ignore their contributions to the world in favor of what&#8217;s in vogue right now. For that matter the followers of the Space Brothers are more in vogue than the Judeo-Christian faith. For the most part they are ignored in favor of the pagan religions and those characters who follow these beliefs are portrayed as either stupid or evil and sometimes both. Now the point of the article is not to say that Judeo-Christian faiths are better. Not by any means is this the intent of the article. the intent of the article is to criticize the choice to ostracize one faith over another.</p>
<p>When the pagan religions where on the down and out that was wrong. When the Jews where persecuted in W.W.II that was wrong. Telling any one their faith is incorrect or evil is just plain wrong. Except today it&#8217;s &#8220;PC&#8221; to do it to the mainstream. It&#8217;s the gaming companies do the same it&#8217;s correct and &#8220;PC&#8221; to make one faith seem to be the correct one over another. As Huston Smith, a theologian on many religious practices and faith once said, Each religion is special in it&#8217;s own right. No one faith is correct over another. Each one is deserving of respect and admiration. Each is just as right as another as each seeks it own way to express that which is divine in the universe. Now to reiterate I&#8217;m not trying to tell you that one faith is better than another. Wicca is just as valid to those who practice it as Islam is to the Muslims. But in gaming today it is popular to deny many groups of the validation of their faiths. Only once has a priest ever shown up as a character and he was a minor one at best. When a Houngan showed up he was portrayed as a villain of the deepest dye. I have never heard of hero or even a secondary character in the books being a Rabbi or a Shinto priest, for that matter I can&#8217;t remember seeing a atheist. Who&#8217;s belief for that matter are just a valid as any one else&#8217;s. I&#8217;ve yet to see somebody portrayed with a Norse idol except for Winterknight who practice the toxic versions of that. None of the characters in the SR books have had beliefs from Africa. I haven&#8217;t seem anybody except for &#8220;Pride&#8221; from a module from 1st edition who had any connections with Africa and it&#8217;s religious practices. The aborigines from Australia made a cameo as a bad guy, but no real information on the beliefs of dreamtime. I guess what I&#8217;m trying to get at is that it&#8217;s just plain wrong to have one religion coming out on top over another. No one faith is better than another and each is just as deserving of respect as another.</p>
<p>From my personal experience I&#8217;ve met people from many faiths who&#8217;s beliefs have impressed me. From Rick a guy who&#8217;s on the out&#8217;s with me as we plainly don&#8217;t see eye to eye on many things and don&#8217;t really like each other right now. I did respect him for his beliefs and the strength of them. The same with a guy we all called Ogre up in Dayton who practiced Wicca, and the strength&#8217;s of his beliefs where just as impressive as a guy from Zaire who&#8217;s name I can&#8217;t even pronounce. His African beliefs were just as strong and beautiful as anyone else&#8217;s.</p>
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		<title>Amateur or Pro?</title>
		<link>http://nightlife.mageblade.org/2009/02/07/amateur-or-pro/</link>
		<comments>http://nightlife.mageblade.org/2009/02/07/amateur-or-pro/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 11:40:07 +0000</pubDate>
		<dc:creator>NightLife</dc:creator>
				<category><![CDATA[Shadowrun Lessons Past]]></category>

		<guid isPermaLink="false">http://nightlife.mageblade.org/?p=21</guid>
		<description><![CDATA[Are you an Amateur or a Pro? Many games of Shadowrun consist of activities and behaviors that would make most Pros vomit on the ground if they had to stand by and watch what&#8217;s going on. Now you may tell yourself, well my character&#8217;s a pro. He&#8217;s survived a lot of jobs and has really [...]]]></description>
			<content:encoded><![CDATA[<p>Are you an Amateur or a Pro?</p>
<p>Many games of Shadowrun consist of activities and behaviors that would make most Pros vomit on the ground if they had to stand by and watch what&#8217;s going on. Now you may tell yourself, well my character&#8217;s a pro. He&#8217;s survived a lot of jobs and has really high skills and a lot of money, plus he&#8217;s killed a lot of people. Well, a high body count means you&#8217;re a combat junkie; money often depends of how benevolent you gm is, and well, most GM&#8217;s including myself don&#8217;t like killing off PC&#8217;s. There is a substantial difference between some street thugs and a real pro. A street thug prides himself on the level of violence he can produce. A pro however avoids violence at a length and uses it sparingly. But fear not, I&#8217;ll tell you on how to begin this marvelous transformation from a slaughtering machine to a pro that all the Johnson&#8217;s want. And it doesn&#8217;t involve body counts or the number of times you&#8217;ve managed to survive by GM kindness. It relies on brains and thinking ahead. The attributes that separate a pro from a rookie are not only defined by the characters skills, but by his/her attitude and how they conduct themselves on a job. A rookie will sit there and heap a load of problems on his/her boss and basically run around and make as much trouble as the job was supposed to prevent, because they didn&#8217;t take it to an all new level. Many on the current SR fiction books illustrate just such a fiasco. There are however certain books which do offer a view of how pro&#8217;s might handle themselves. The best on I can currently think of is &#8220;Fade to Black&#8221; by Nyx Smith. This portrays the story of one Samurai who honestly deserves the title of Street Samurai. He dies to maintain the honor of the man he was. It may have cost him his life, but there are worse things than death. It doesn&#8217;t take any role-playing ability to play a combat junkie &#8211; pro&#8217;s follow a code and a set of rules that separate them from the gutter trash. There is a method to their madness, a set of procedures that they follow to make sure things go right and minimize the chances of things going wrong. The rules are too many to list out, but reading a few books should help you get a idea. I recommend Fade to Black by Nyx Smith, Mona Lisa Overdrive by William Gibson and Preying for Keeps by Mel Oden. These books with give examples on how a group of pro&#8217;s handle themselves on a job vs. a bunch of combat junkies. Junkies relish the gunfight too much and they think it&#8217;s the ultimate gaming experience.</p>
<p>The truth of the matter is that any idiot can pull a trigger and it doesn&#8217;t take any brains and just a modicum of skill to kill somebody. Now let&#8217;s not debate firearms experience and those who make the impossible shot. That a issue best left to the police riflemen, the military sharpshooters and civilian gun enthusiasts. The gun fights in SR are similar to gang bangers who drive by a crowd of people and slaughter 20 innocents to get one target or they are simply group A shoots at group B and they exchange fire for a while. Way back when SR first hit the shelves it was based around the concept of get into the installation quietly and get out with no one the wiser. This concept was almost immediately lost by the hordes on munchies who said &#8220;WOW! Look at this, it has lots of cool guns, and magic, and cyber&#8230;..etc.&#8221; You get the idea. The powers that know I had to sit through and endure a bunch of slaughter sessions where the gm decided to pick on a bunch of kids or Gm&#8217;s who were too afraid of wanting to keep their friends, so they didn&#8217;t rock the boat when a group of morons needed to be reminded of their abilities and what game they were playing. I&#8217;ll give an example: A little while ago I was involved in a campaign in which the GM decided to make Cincinnati the capital of the UCAS (Yeah, right) Now, throughout corporate and yakuza intrigue it came to our attention that a corp was holding Dunkelzhan prisoner (Another Yeah, right) But we&#8217;ll step beyond this little idea. Now one of the players who wants to be the rigger/sammie/techie/negoiator of the group, unfortunately god didn&#8217;t give him the IQ of a flea. Now, he decided to rescue the dragon. For the people who remember me mentioning my PC Rico, you can skip the next bit. To keep it short, Rico&#8217;s an amoral drug dealer who&#8217;d sell his own mother if he knew who she was. While Jim, (Not his real name) kept on badgering us to rescue the dragon. The combat junkie was all for it. But as Rico, who had two of the other players as his employees, said, Rico:<br />
&#8221; Why should I risk my neck for this piece of drek lizard?&#8221;<br />
Jim: &#8220;Well because it&#8217;s a dragon and is such an awesome creature who should be respected.&#8221;<br />
In my best deadpan voice I said,<br />
&#8220;So it&#8217;s a fragging lizard, so what!&#8221;<br />
&#8220;Well it&#8217;s Dunkelzhan!&#8221;<br />
Let me be blunt.<br />
So what! Unless it affects my trafficking, I don&#8217;t care.<br />
But it&#8217;s Dunkelzahn!<br />
So we don&#8217;t know that and the rest of us don&#8217;t care..<br />
But a creature like this should be revered<br />
The only thing I revere is my pocketbook..<br />
But it&#8217;s Dunkelzahn!<br />
Never mind,<br />
Geez!<br />
Needless to say, my click went our own way after that because we were left behind for two sessions that we didn&#8217;t have time to make. This illustrated my point entirely. Combat Junkies relish combat for the sake of combat. With the plethora of net publications and game magazines which just pump out bigger and better guns. More bang for your buck and a bigger clip too. These publications make it easier for the Junkie to survive when he should be slaughtered by the impossible odds These idiots also make it nearly impossible to enjoy a game with anything less than a combat monster. Anything remotely removed from that either dies, quits or transmogrifies into a combat monster forever playing catch up. Now for those reformed munchies and powergamers who want to try something else here&#8217;s a list of thing to begin the transformation from amateur to pro.</p>
<p>1.The motto that violence is a last resort. Guns are cool, but it takes brains to stay alive in a real SR campaign.</p>
<p>2.Violence is the last refuge of the incompetent.</p>
<p>3.Professional Gear for the Professional Man.</p>
<blockquote><p>1.One black set of BDU&#8217;s<br />
2.One urban camouflage set of BDU&#8217;s<br />
3.Two balacalvas (That&#8217;s a swat mask for the rest of you.) Just in case one gets destroyed.<br />
4.Goggles<br />
5.Two sets of kevlar police gloves. To guard against prints and wounds on the hands.<br />
6.One narcoject pistol.<br />
7.One sidearm. Caseless<br />
8.Weapons of choice. Caseless ( Leftover brass is evidence remember that! )<br />
9.A pair of boot knifes.<br />
10.One Swiss army knife, or a pocket tool, whichever.<br />
11.Melee weapons, if you desire.</p></blockquote>
<p>4.A plan and two back up plans.</p>
<p>5.A non-munchie group and GM.</p>
<p>After the gear is purchased it&#8217;s time for a list of how to act:</p>
<p>1.Your Johnson doesn&#8217;t give a damn about you. So don&#8217;t tick him off, or you might find your gluteus maximus twisting in the wind.</p>
<p>2.Remember that your objective is prepared for idiots so don&#8217;t act like one.</p>
<p>3.Loose ends have a way of creeping up on you; don&#8217;t let them hang, and executions aren&#8217;t the only answer.</p>
<p>4.Professionalism equals survival. Act like a pro and your boss may respect you. Don&#8217;t and he may have you killed if he thinks you can&#8217;t keep you mouth shut.</p>
<p>5.Organized Crime contacts own you. Remember that when you try to give attitude to your Mafia contact. Cement shoes are awful heavy.</p>
<p>6.Security workers are only doing their jobs, killing them is pointless. More than likely all he wants to do is go home at the end of the night.</p>
<p>7.Never kill a cop. Cops are vindictive, they never forget, and are more than willing to arrest you 50 years down the line. In Alabama you won&#8217;t even make it to trial.</p>
<p>8.Never kill a reporter. Reporters flock to the death of another reported and will cause you so much trouble that disappearing becomes your only option.</p>
<p>9.If a team member is a idiot never work with him again.</p>
<p>10.If he stills pops back into your life this maybe an exception to the motto about violence. After all this, if you can pull off an entirely bloodless job, you&#8217;re on your way to becoming a pro.</p>
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		<title>Dealing with the &#8216;parasite&#8217; or unwelcome Player</title>
		<link>http://nightlife.mageblade.org/2009/02/07/dealing-with-the-parasite-or-unwelcome-player/</link>
		<comments>http://nightlife.mageblade.org/2009/02/07/dealing-with-the-parasite-or-unwelcome-player/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 11:39:13 +0000</pubDate>
		<dc:creator>NightLife</dc:creator>
				<category><![CDATA[Shadowrun Lessons Past]]></category>

		<guid isPermaLink="false">http://nightlife.mageblade.org/?p=19</guid>
		<description><![CDATA[As any gamemaster for a serious length of time can tell you sometime you get a player who isn&#8217;t welcome and just doesn&#8217;t get the message. Meaning that somehow either the player is a significant other, a fly by night player or someone who just doesn&#8217;t want to be polite and then after a while [...]]]></description>
			<content:encoded><![CDATA[<p>As any gamemaster for a serious length of time can tell you sometime you get a player who isn&#8217;t welcome and just doesn&#8217;t get the message. Meaning that somehow either the player is a significant other, a fly by night player or someone who just doesn&#8217;t want to be polite and then after a while just aren&#8217;t welcome company or someone who either doesn&#8217;t really contribute. This player earns the title of the &#8220;Gaming Parasite&#8221; which simply means, that you have someone who has forced themselves into your gaming group and just processed to feed off the group or someone in particular and make life miserable.</p>
<p>Whether you invited them or not you have a problem. Now you could be a complete jerk and say hey get the f*ck out of here, but that not to tasteful and something most people don&#8217;t enjoy. So you ask yourself what can I do. I don&#8217;t want to be a complete ass about this and I&#8217;m stuck with some moron who I either can&#8217;t get rid of or someone who just won&#8217;t take a hint everyone has dealt with this on some kind of level and unfortunately it&#8217;s political and personal. I mean how to tell someone off with out making it personal, come let&#8217;s be realistic. No matter what someone does someone is going to be hurt and that personal no matter how delicately one approaches it. But this problem has many subtle shades to investigate. Not only is there the problems of a gamemaster with a unwelcome player but what if you&#8217;re a established player and some new yokel who&#8217;s nothing more than the flavor of the month comes and promptly blasts what ever previous balance to atoms and for what ever reason only know everyone like this person and it often seems they like him/her more than you. As a player you&#8217;ve got a few options.</p>
<p>One: Wait and see, most groups respond enthusiastically to the &#8220;New Blood&#8221; factor. Meaning that a new person is just prime to tell all of the old stories to. &#8221; You remember the time when Andon killed the chopper pilot with one punch on accident&#8221;&#8230;&#8230;., and they may have a style that the group hasn&#8217;t seen before and they are fascinated by it. Over time this factor loses its luster and things settle down.</p>
<p>Two: Make your feelings known and hope the group is willing to compromise. Unfortunately nobody wants to look like the bad guy or run the risk of humiliation, so this isn&#8217;t too popular.</p>
<p>Or lastly Three: Everybody least favorite leave and find something else to occupy you time. This for obvious reasons isn&#8217;t much of a choice at all. But always remember there are other game out there and there&#8217;s a crew who will be happy to have you. As a gamemaster the problem become much more dangerous in the political sense. When ever you have more than one person politics become a reality and as anyone who reads the newspaper or watches the news can tell you it&#8217;s a royal pain in the keister. Politics can place you the gamemaster in a tricky position. Not only can politics make you look like the bad guy and a all around a$$hole. They can make for uniting factions against you when some person or persons want control of the group as a whole. This is where diplomacy can be used. We&#8217;re all supposed to be adults or nearly so. For a change let us act so. Instead of making a expulsion personal and taking its reception personally. If it&#8217;s talked about in a rational manner perhaps it won&#8217;t be so volatile and explosive and people can part on amiable terms.</p>
<p>Now every gamemaster realized the above is a ideal way to deal with a unpleasant situation But let&#8217;s face it it&#8217;s not an ideal world and people aren&#8217;t likely to take things in such a rational matter. All it takes is for one person to get bent out of shape for a political nightmare to take place. If you&#8217;ve read the first few ranting you well acquainted with how badly politics can spiral out of control and that&#8217;s one baseball game I&#8217;d rather not see the replays of, so I&#8217;d like to try and spare you an inning like that. But other than a attempt at a controlled expulsion what can one do.</p>
<p>Well here&#8217;s a few suggestions. If the player is just dull and not a pain in the rear make him/her a floater, someone you call up when you&#8217;re running short. Like, &#8220;Jim&#8221; the younger brother of one of my core players. Jim&#8217;s a nice kid, but he&#8217;s just that a kid. While teaching the next generation can be viewed as a responsibility it doesn&#8217;t require one to make someone a core player in your group. Let the kid float in and out picking thing up gradually and when he/she is a bit older give them a full time trial membership. If it works out great, you&#8217;ve successfully taught the next generation how to hopefully role-play. If not neither side is really out anything.</p>
<p>Next is just deal with it and hopefully things will improve. After all everybody is entitled to a bad season. But failing all that as I said before is expulsion. Hopefully it can be done with a modicum of taste and not resort to a slugfest. But if it does remember NightLife&#8217;s motto&#8230;</p>
<p>NUKE THEM FROM ORBIT.  IT&#8217;S THE ONLY WAY TO BE SURE!</p>
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		<title>Depth of cardboard..</title>
		<link>http://nightlife.mageblade.org/2009/02/07/depth-of-cardboard/</link>
		<comments>http://nightlife.mageblade.org/2009/02/07/depth-of-cardboard/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 11:37:54 +0000</pubDate>
		<dc:creator>NightLife</dc:creator>
				<category><![CDATA[Shadowrun Lessons Past]]></category>

		<guid isPermaLink="false">http://nightlife.mageblade.org/?p=17</guid>
		<description><![CDATA[In the many games I&#8217;ve played in or gm&#8217;d there is at least one or more persons who have characters who are as deep as cardboard. A statement that I&#8217;m quite fond of saying. What this means, is that their characters have absolutely no personality or emotional content. They are as one dimensional as well, [...]]]></description>
			<content:encoded><![CDATA[<p>In the many games I&#8217;ve played in or gm&#8217;d there is at least one or more persons who have characters who are as deep as cardboard. A statement that I&#8217;m quite fond of saying. What this means, is that their characters have absolutely no personality or emotional content. They are as one dimensional as well, cardboard. This results for a couple of reasons. One: they are what gamers call munchkins: The biggest, the baddest with the best equipment and skills that a calculator and a liberal view of a game&#8217;s rules can get them. Two: there are also the Mini-Maxers, those who calculate out the best character they can get for the fewest points. I.E. Someone who takes unarmed combat, concentrates in boxing, then specializes in punching. They cram everything the can get legally into a character and use the rules and it&#8217;s loopholes to achieve a character who can squeeze every bit of an advantage they can get for the fewest penalties. Hence the name Mini-Maxer, the most advantages you can get at a minimum cost. After those two there are those who just don&#8217;t know how to role-play. While usually they try to make interesting characters that are alive and vibrant they always fall flat. You ask them what kind character they have and they reply with stats and gear. &#8220;Well I&#8217;m a Street Sam&#8221; O.K. What makes you a Samurai? &#8220;Well, I have wired reflexes 3 and dermal plating&#8230;..&#8221; No, what makes you a Street Sam? (The player flips over the character sheet.) &#8220;Well, I have a ingram valiant and a predator 2.&#8221; No, who are you and what made you into who you are? &#8220;I&#8217;ve got all these guns and, and&#8230;(blank stare)&#8221;. Never mind geez. They really try and just fall flat on their faces. Now that the problem has been stated let&#8217;s get onto the solution.</p>
<p>There are a few steps to handle this, while none of them alone promise success, the total combined with a modicum of acting ability will provide a role-playing experience. The most basic technique is to have the start by filling in the twenty questions in the main book. There are also more extensive versions of these questions The one that I use, I got off the Internet which is 50+ questions. I&#8217;ll post them at the end of this article. Now the mini-maxer and munchkin will give you one or two word answers. Which don&#8217;t add up to much. Send them back, until they have produced a version of these answers that are whole sentences. Also make sure none of the answers a cliché. Nothing like &#8220;Well, all my relatives have been killed off&#8221; or &#8220;My parent(s)/sister(s)/brother(s)/friend(s) don&#8217;t like me or believe me to be dead&#8221;. I&#8217;ve never encountered anybody with no family. They may hate each others guts or they may not even know that the other exists or they may not even seen them since they were three years old, but they exist.</p>
<p>Never settle for a PC that has no emotions. &#8220;I&#8217;m an ex-corporate solider or I&#8217;m a Mafia Leg Breaker&#8221; etc&#8230;.who has had his ability to feel, totally destroyed by their employers. Everybody has emotions no matter how deeply they&#8217;re buried. I can&#8217;t tell you how sick I am of coming across Street Sammie wannabe&#8217;s with the attitude of &#8220;Nothing Bothers me&#8221; I can kill and kill all day long. Barbecue kids in front of their parents and napalm a school bus full on elderly nuns. These characters may have buried their feelings so deep they may have trouble finding them, but they do surface from time to time, usually late at night when they&#8217;re all alone. Remember that being all alone is what drives people to the brink of insanity and over it. The munchkins, who play these characters are just trying to get into a situation were power is the answer to everything. These munchkin style characters have no personality nor disadvantages. All they want is the pro&#8217;s of being two tons of death and none of the cons. They cram every bit of cyber/bioware they can into their bodies all they can fit at beta grade or better. They ignore the real cost of being two tons of death and destruction. They gleefully run past the price that they have paid with their humanity. That is if they bothered to have any. With this loss of their character&#8217;s humanity comes the lack of any real life. This loss precludes the chance they had to interact with the rest of the human race. When they get around to playing mages they always have a fire elemental or two on hand. Their personalities are always cold and calculating, devoid of any social graces, and they have a moral code that most mad scientists would call inhuman. When they are badgered into playing shamans they always pick combat totems and/or completely ignore the precepts of that totem. If they can&#8217;t find a totem they like, they will make their own. With all the bonuses they want and no disadvantages. Like some of the versions of Tiger and Panther I&#8217;ve seen on the internet.These are the gamers play the runners who have a 1.5 million on hand, and live in luxury penthouses, and only run for the thrill. Bull, no sane individual runs the shadows for longer than they absolutely have to. The shadows aren&#8217;t fun to live in and more characters have died there than can be counted. ( Now that was a little rant wasn&#8217;t it.? <img src='http://nightlife.mageblade.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  )</p>
<p>Back to the answering questions. After getting back answers that resemble whole sentences. Review the answers you get back and make sure that one of two things hasn&#8217;t happened. One they have just created a duplicate of themselves. These duplicates are only one step removed from the actual player. The only difference is that the character has more power than the actual player. Or two: The character is practically a clone of a previous one. With problem #1 make send them back until you&#8217;re sure the character that has been created is a separate entity from themselves. With option #2 send them back to make someone different. Supervise it if you have to, and hit them with a rolled up newspaper if they try it again. ( That&#8217;s a joke son. ) The next step is to turn the questions into a character biography. A story if you will, of how the character developed into who and what they are today. I&#8217;d suggest a length of no less than 3 typed single spaced pages. Anything less lets the munchkin and mini-maxer off the hook as all you will get is their two word answers fluffed out a bit to make the required length. Typo&#8217;s don&#8217;t matter unless they make the bio look like something a fifth grader would write. These Biographies should all have a strong starting point for the character. Now while it is not necessary for them to map out their entire childhood some major points of changes should be listed. Things like when they joined the gang in their neighborhood or when daddy shipped them off to military school. Next should come their adolescent year aged from 13 to about 17 that will entail how they begin to make the transformation from child to adult. It will include graduations, leadership roles, rising in a gang&#8217;s power structure of making those first fledgling steps to the world of the shadow going from being a fetch-it boy to a thug. The ages of 18+ are when the character finally steps into the lives they are going to lead. While this may sound cliché, most runners are in their 20&#8242;s, but there are always exceptions like on character in my campaign named Tool who went on his first run when he was 46.</p>
<p>In this process I&#8217;ve just elaborated on, make sure they note when they began to pick up their skills and how they learned them. List out when they got their cyber/bioware and why. Have them make up a story to describe how the first discovered their arcane powers. Did they intuitively toss a spell or manifest their physical adept&#8217;s powers spontaneously in some crisis or did some teacher see their hidden talent and shape them. Did your shaman&#8217;s totem choose you or have you always been in sync with it. Did your god tell you of your destiny or did you find an icon of power that told you of your path. These are the defining events I&#8217;ve been speaking about. This is what gives a sense of depth to a character and takes them beyond the numbers that give a player dice.</p>
<p>After you have the bio together it&#8217;s time to come up with a detailed character description. Flesh it out as much as possible, with things like favorite color schemes or styles that your character always likes to wear. How does your PC style his or her hair? Are you a jumpsuit type of character or do you favor the latest styles from Paris. Are you a wanna be cowboy or a gutter punk. How tall is your character? Is your character a man or a woman, and human or a troll or one of the many other metas and their variants. Is your character overweight of slender. Rail thin or all bulked up like Lou Ferrigno. What ethnicity is your character are you Italian or African American, Native American, Irish American or as German as it can get. ( Ve haff vays of making you talk.) Does your PC have an accent or a particular way of speaking. Do anything to add another level of detail to your PC. If you fancy yourself an artist draw a representation of your PC, if you have a buddy who can, bug him into drawing one you like. The list goes on and on.</p>
<p>As a gm always have these accessible to you so you can remind people of when they are acting vastly out of character. That way when they say I&#8217;m role-playing you can remind them of the very precepts they laid forth themselves. As a gm always be sure to reward those who role-play their characters correctly and well. If they have a deficiency that they role-play well and falter when they are supposed to without being reminded reward them. I had a situation in which my players had entered a building and proceeded to their objective. When they got there and found a nest of devil rats the mage panicked and launched a mana ball. Everybody except for the mage and the Decker fell over including the Street Sammie from Hell. The Decker who had always described himself as the ultimate pantywaist fell to the ground and started to suck his thumb, having decided now was a good time to go catatonic. Or like another time Tool the 46 year old techie who had never fired a shotgun in his life was assaulted by a giant spider. Firing at it he missed. The sammie blasted it and the pile of goo fell to the ground. He fired the shotgun on single shot mode at the puddle emptying of the clip of his gun. After he expended his 15 rounds he fell to the floor moaning and went almost completely catatonic because he had never been in a fire fight before in his life. Things like this always enhance the role-playing experience. Once the components of the questions with the bio and character description you should be ready to rock &amp; roll or is it rock and troll ?</p>
<p>Now for the 50+ questions I told you about.</p>
<p>1. What is your characters Sex?</p>
<p>2. What is your characters physical size?</p>
<p>3. What is the color of the characters Hair, eyes, and skin?</p>
<p>4. What is the character&#8217;s general appearance (i.e., How does he dress, etc.)?</p>
<p>5. Where was the character born (City, State, Hospital Name)?</p>
<p>6. What is the characters date of birth?</p>
<p>7. What was the character&#8217;s family life like?</p>
<p>8. Has the character begun his own family?</p>
<p>9. Where or how was the character educated?</p>
<p>10. Has the character ever done anything else for a living?</p>
<p>11. What are the characters beliefs on church and state?</p>
<p>12. Describe the characters Moral code. Include how mercenary he is, whether or not he&#8217;ll kill innocents, etc.</p>
<p>13. What are the character have any goals?</p>
<p>14. Why does the character run the shadows? (Why does he run the shadows still, rather than getting a &#8220;real&#8221; job?)</p>
<p>15. What kind of personality does your character have? This should not necessarily be obviously stated in the background, as it is more important for actually playing the character, but it may color or add mood to the history.</p>
<p>16. What special qualities does the character possess? This does not refer to skills, but rather at other things, such as How he gets along with people, does he plan ahead, etc.</p>
<p>17. Are their certain things the character can&#8217;t or won&#8217;t do? Why?</p>
<p>18. What things, people, or ideas does the character hate?</p>
<p>19. What things people, or ideas does the character love?</p>
<p>20. What is the character&#8217;s name? Give both full birth name, as well as nicknames, street names, etc.</p>
<p>21. Determine what your character used to do, before becoming a shadowrunner (very important).</p>
<p>22. Decide why your character left his or her old job, if he had one. (also important).</p>
<p>23. Come up with a reason for why the character became a shadowrunner. (This very often will tie in with #22. This is not the same as #14, but rather why he started running the shadows originally. What led him to it?)</p>
<p>24. How did your character come to know his or her contacts? Contacts are an important part of Shadowrun, decide how and why you know them.</p>
<p>25. Does the character have a SIN? Does the character actually use it? Or is the character one of the SINless masses? This may be affected by the characters previous employment.</p>
<p>26. Is the character a full-time shadowrunner? Or does the character lead a Batman-like double existence?</p>
<p>27. Which person(s) or group(s) do you love the most?</p>
<p>28. Which person(s) or group(s) do you hate the most?</p>
<p>29. Which person(s) or group(s) do you respect the most?</p>
<p>30. Which person(s) or group(s) do you fear the most?</p>
<p>31. What is your favorite color?</p>
<p>32. What is your favorite food and/or drink?</p>
<p>33. What place would you most like to visit?</p>
<p>34. Which person(s) or group(s) are you most loyal to?</p>
<p>35. What pastime (that you participate in regularly) gives you the most enjoyment? (WARNING: Answering Sex for this question can and will result in penalties to your character!)</p>
<p>36. What pastime (that you participate in regularly) gives you the least enjoyment?</p>
<p>37. What annoys you the most? 38. What (if any) is your favorite form of art?</p>
<p>39. What is your greatest goal?</p>
<p>40. What do you think is your characters best quality?</p>
<p>41. What do you think is your characters worst quality?</p>
<p>42. What is the most important thing you have ever done?</p>
<p>43. Which religion (if any) do you follow?</p>
<p>44. What is your most treasured possession (and why)?</p>
<p>45. What are your three most common dreams?</p>
<p>46. What is the Characters current relationship with his family?</p>
<p>47. If the characters family is still alive, what do they do, and where do they live?</p>
<p>48. Where did the character learn his Skills?</p>
<p>49. Does the character have a good luck charm? What is it, and why?</p>
<p>50. What type of music does the character like? 51. List any past serious relationships that your character has had, and give a brief overview of the relationship.</p>
<p>52. Where does your character live? Why does he live there?</p>
<p>53. Remember, your Gamemaster likes detail, so if you can think of any other little details, quirks, or whatever that you think might please the almighty GM, then add them in as well. Oh, and your GM won&#8217;t use any of these details against you at a later date. trust me&#8230;:)</p>
<p>Questions originally produced by Bull at (chaos@ncweb.com)</p>
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