Post-Run Thoughts on Shadowrun 6th Edition

A ways back, when I did my set of posts on Shadowrun characters, I promised that I’d be doing a system review in the near future. I’m not sure that this qualifies, formally speaking, as a review, but I am going to share what I think about the system after having run a few sessions now.

As you might have gathered, I was excited about the 6th Edition system when it first appeared. I like the idea of Edge as something more like Fate points and, in theory, that it supplants the need for the endless lists of modifiers in previous editions of Shadowrun. I was much more forgiving than most about other complaints about the system–and particularly the problems with the first printing of the rulebook. A lot of that, really, is likely due to the fact that I got my copy in PDF, which had already been updated with errata by the time I read it, coupled with the fact that my familiarity with Shadowrun lead me to naturally assume things that were not originally included in the rulebook–things like how much Essence you start with.

Character creation is more or less what you remember being from 3rd, 4th or 5th editions with the Priority System and some amount of Karma to round things out (IIRC, more Karma than was standard in previous editions. I have developed some gripes with character creation and advancement, though.

First, I’ve noticed what I think are some balance issues in the Priority Table. Because spells cheap in Karma cost and the Adjustment Points granted by the Metatype selection on the Priority can be used to increase your Magic reason, there’s actually very little reason to choose the higher-tier selections for Magic use compared to selecting a lower tier, using your adjustment points to increase Magic, your Karma to buy some extra spells, and having more Skill and Attribute Points.

Second, I personally think that there’s too much of a gap between the tiers for Skills and Attributes–I’m not sure that you can really create a viable character if you chose Priority E for skills or Attributes.

With the amount of Karma available at chargen, it also strikes me that Physical Adepts may be more powerful than characters augged for a similar role. As an Adept, you can take three levels of Initiation, take extra Power Points at each level, and start with nine Power Points.

These balance issues would likely be resolved by using an entirely Karma-based character creation system with some limits on how much Karma can be spent where and how.

But that leads to another issue–Attributes and Skills cost the same amount of Karma to increase, and the value of some Attributes over others doesn’t necessarily give parity. Agility, for instance, applies to a lot more skills than most of the other Attributes. And, given that raising an Attribute–any Attribute, I think–increases your effective rating in more than one skill, this is problematic.

Character generation is one thing, and the more I look at it, the more the shiny new facade falls away, revealing cracks in the plaster underneath. The more damning issue, though, is that while the new use of Edge is a great idea in theory, it doesn’t really simplify things in play very well.

Now, instead of tracking lots of little modifiers, I have to track different pools of Edge, make sure I’m distributing Edge (as appropriate, without sufficient guidance from the rulebook), make sure my players are tracking and spending Edge, and keep in mind all of the different basic Edge spends and special Edge actions available. The worst part though, is how unnatural the system feels in play. With Fate or Cortex Plus/Prime, the economy and use of points is relatively straightforward and intuitive after a short time playing. Here, though, I’m supposed to hand out Edge points when using a dice pool modifier feels more appropriate and then use those Edge points at a later time–when it may not really feel appropriate or connected. Worse, I’m not sure it really simplifies much. Sure, I don’t need to track how many rounds were fired in the last turn to calculate a recoil modifier for this turn, but a simplification of the amount and types of modifiers or the use of an advantage/disadvantage system would do much more with less.

There are other places where the attempt at a more narrative approach to Shadowrun feels less than fully-realized. Spells are a huge example here. SR6 attempts to simplify spells somewhat by adding some variables that can be applied to spells rather than required the choice of a Force Level (such as expanding AoE or adding additional damage). But that system could be used to require so many fewer spells and give sorcerers so much more flexibility and the opportunity is lost. A few examples: (1) allow the caster to modify the base spell to touch or area of effect and eliminate the need for different spells with the same general effect but different minor parameters; (2) allow the caster to modify Illusion spells to affect technology rather than having two separate spells; (3) Allow the caster to add on the additional Heal spell effects rather than making her use spell selections for six different minor variations.

This is the second time recently I’ve come across a system that I think I like on reading but don’t in practice–the previous being the new edition of 7th Sea, where I find the core mechanic more limiting and cumbersome than freeing. I guess that that means that designers are taking more risks to push mechanics in new directions than has perhaps been the case in the past, but with mixed results for major titles. I see some influence from Dogs in the Vineyard in 7th Sea, the former being a game I love from a design perspective but would probably never run. But, as a smaller title, the price of admission easily covers exposure to the innovative mechanic, whereas the greatly heightened production value of 7th Sea means a much higher buy-in. That’s a discussion for a different time.

In running the past few sessions of Shadowrun, I’ve admittedly been ignoring much of the RAW, using dice pool modifiers when it seems more appropriate, simplifying hacking rolls, etc. I don’t think that, as a GM and within the art of running a game, that there’s anything wrong with that so long as what’s being done is consistent and allows the character stats to have comparable effect on results as they would using RAW. But that’s not a good sign in terms of game design, and I’m finding myself sorely tempted to go back to Fate or Cortex to run the game. Alas, I can foresee the groans from my players at the lost time in learning and going through SR6 chargen only to change to a simpler system a few games in, so I’m not sure I’ll try to make that sale.

Without getting overly technical or formal in reviewing the system, what I’m finding is (for me personally, your style of running games may achieve a completely different result) that the system is encumbering my running of the game more than facilitating it, giving me too many mechanics when I want fewer, and not enough when I could use a little more. As much as I’d like to continue liking the SR6 system, at the end of the day, I’m not sure that there’s a worse conclusion I can come to.

As I’ve hinted at in other posts, I’m really not a fan of D&D, because it doesn’t lend itself to the types and styles of games I like to play. But it’s well-loved because, despite its relative complexity (and I think it’s fair to say it’s really middle of the road as far as that goes), it supports a certain type of gameplay and approach. I’d argue that the OSR has so much support for exactly the same reason, though that approach is somewhat different from D&D 5e and at least partially stoked by nostalgia.

Shadowrun remains one of my favorite RPG settings, so I’ll probably continue to buy the books to keep up with setting material, but that doesn’t mean I’ll feel great about doing so.

Can I make SR6 work for a long campaign? Yes; yes I can. Will I feel like I’m fighting with the system all the way through? Probably.

 

 

FFF’s Guide to 6th Edition Shadowrun Characters, Part V: Make Your GM Happy

For the previous post in this series, click here.

I’ve ferociously tapped out a lot of words on the subject of making characters in the sixth edition of Shadowrun, and I truly hope you’ve found them to be valuable. But so far, I’ve only tip-toed around what makes Shadowrun so great–the setting and the characters that inhabit it. In this last post in the series, I’ll talk a bit about the non-stat details of building characters.

It is very easy for the mish-mash of genres that Shadowrun is (not to mention some of the things that inhabit it) to give the impression that this is a gonzo or pulp-style setting. Certainly, you can treat it that way, and I’m not going to tell you your wrong if that’s your preference. But for me (which you’ve probably seen coming if you’ve read more than a handful of my posts), the excitement of Shadowrun (in addition to having some of my favorite things: magic and cyberpunk, in one setting) is the sheer what if? fun that can be had when the setting is approached with verisimilitude in mind.

There are a number of (uncomfortable) parallels that can be drawn between the real world in 2019 and the Shadowrun setting: governments that seem to care less and less about certain types of people, private companies and concerns with far too much power and far too little oversight, racism and divisiveness prevailing over unity and compassion, and an ever-increasing and deepening divide between the ultra-wealthy and everyone else. There’s plenty here to latch onto anchor the believability of a Shadowrun game.

That trolls and orks are the focus of racism rather than members of specific ethnicities or religions is an easy translation (and perhaps a safer space for exploring some of those problems than a strictly real-world equivalent, which can, of course, still be found in the Shadowrun world).

The technology of Shadowrun seems to be a relatively realistic progression of our current technologies, provided that full-immersion VR and DNIs are possible.

Magic and all that goes with it is perhaps the hardest point of verisimilitude, but given our culture’s fascination with “real world plus magic” stories (Harry PotterThe MagiciansThe Umbrella Academy, just to name a few), there’s no reason to suspect this constitutes a special hurdle.

So, creating characters who live and breathe in this world, for whom this is everyday reality, should not be so difficult. And that’s why I’ve titled this post as I have–developed, nuanced and believable characters are a GM’s dream.

It is more narratively interesting, for all involved, I think, for characters to be threatened in ways that are not simply based in the stats of the enemies they must physically confront, or the difficulties of the obstacles in the way of their success. The more interesting challenges are those that force moral questions, require the characters to choose between the lesser of two evils or between self-interest and altruism. The more interesting threats are those that challenge a character’s worldview or that act against those (non-material) things the character holds dear.

While the shadowrun may be at the core of the game, and it can certainly be played such that the overarching world plots and the revelation thereof are the campaign’s focus (this is the way the game line has been developed in many ways), the best drama for me comes from plots in how the characters relate to each other and those around them while living the life of a shadowrunner. When the players take the position that they do runs for money but have character goals (whether or not internal or external) that they have their characters regularly and doggedly pursue, then they have three-dimensional characters who really live into the conceit of the shadowrunner lifestyle.

This height of roleplaying intensity and drama requires both a dedicated GM who can respond and improvise on the spot to player-character driven plot developments and then look forward to incorporate those developments into the overall plot of a campaign and players who are willing to put in the time to develop their characters enough to drive the action of the plot with the psychological needs and global desires their characters have. Since this is a series on building characters (and a not-so-subtle opportunity for me to explain to my own players what I’d like to see from them), it’s that latter part we’re focused on.

To begin, the SR6 rulebook devotes some space (perhaps not as much as I’d really like, but some) to developing a character history and idea before starting with the Priority Table. Previous editions have jumped straight into the mechanics, so this is a step in the right direction and, again in line with the edition’s move in a more narrative direction while not abandoning fully the detail and grit of its (historical) system.

Additionally, the rulebook asks the player to think about how their character feels about (and, by extension to what extent they’re comfortable handling) the darker and seedier sides of the Shadowrun setting. For a setting where prostitution and human trafficking has progressed to forcing sex workers to use personality chips to override their natural personas with personas designed to fulfill the sexual fantasies of their clients (see Bunraku Parlors), this is an absolutely necessary conversation if you’re going to play into both verisimilitude and the grit (and existential horror) of a cyberpunk setting.

I’m sure that there will be comments about “special snowflakes who need trigger warnings” and “catering to social justice warriors,” but people who make those comments are not people I want at my table. As a game, everybody needs to be able to have fun. As an art or literary form, everyone at the table needs to be comfortable enough with the subject matter to engage in it, and forcing discomfort on participants is not a way in which this medium can be successful (though I acknowledge that forcing the observer into a state of reflective discomfort may be a worthy goal of art in general).

GMs should not leave the book to do the heavy lifting on having these conversations–this is a Session 0 concern of importance.

But back to characters. What can the player do to create both a character that is more interesting to play (because s/he/they are more than the sum of their numbers) and that gives the GM more to work with in developing the campaign?

Let’s start with the basics. Your character needs a name, and if you tell me is Dr. Murderhobo McStuffins, you’re dead out of the gate in my game–and in the most embarrassing and ignoble way I can devise. But bring me a believable name–even a strange or exotic one–and you’re on the right path. Give me a street name with a story behind it, even a simple one, and you’re starting to find some favor.

On of the best examples of a really interesting street name comes not from Shadowrun but from Joe Abercrombie’s First Law series. We meet the Named Man called “Shivers” as a hardcase who has it out for Logen Ninefingers, and we find out just what a hardcase he is in his “adventures” with Monza Murcatto in Styria. We assume that his name has an equally hard origin until he reveals that he’s called Shivers because he went to take a piss in a river before his first raid, fell in, was dragged a good ways and came out without his clothes and shivering. That’s how you get a street name!

A good backstory can give your GM great hooks to involve you in stories that go beyond, “you meet Mr. Johnson in a trendy club.” And knowing the life-changing events in your character’s past can give your GM the ability to pull at your character’s (and your) heartstrings, adding drama and interest to the campaign. It can also help your GM to give your character chances to shine in both action and drama.

It’s tempting to think that this requires a long written backstory, and then that you need to give it stylistic treatment. I can assure you that bullet-points that get the gist across will suffice, and that’s something you might realistically spend the time doing (this isn’t a judgment, just a statement of reality; everyone is busy).

Your character’s background can help to reinforce the genre (high tech, low life; systematic oppression and inequality of power and resources; the mysteries of the Awakened world; the constant shadow games and betrayals of the megacorporations; the commoditization of all aspects of life; the descent of the planet’s ecologies as it they are indiscriminately stripped of resources for short-term gain). If your GM has some campaign themes in mind, your character’s background can reinforce these as well.

Ideologies are important, too. Does your character have a faith? Does your character go to mass every Sunday, but spend his time there playing AR or VR games? Bear in mind that you don’t have to be religious yourself to play a religious character; Joss Whedon (who I like to call my favorite atheist theologian) has written or said a lot about his fascination with the narrative of characters of faith, particularly when they’re struggling with that faith. Roleplaying a character of faith doesn’t require an admission of truth in what the character believes, and we could probably all stand a little more empathy with people of faiths that don’t match our own.

Of course, ideology and faith are not necessarily the same thing, though they’ll certainly influence one another. Is your character an anarchist? A collectivist anarchist or and individualist anarchist? Even the punk philosophy has its points of contention; no ideology can be roleplayed with integrity without some nuance to it. And that makes for interest in-game situations–what if your anarchist character is approached to do a run for an anarchist collective, but you don’t agree about end goal or means? That’s interesting.

Everyone alive has goals for their future–the ability to set a future goal and plan for it is an important distinction made between animal and (meta)human intelligence. Even if your character doesn’t think often about what her goals are, she has them. The more important they are and the more conscious she is of them, the more they can be used to drive the plot. Sure, your character is a runner right now, but does she want to save up enough nuyen to eventually open a bar for other runners to hang out and share intel in? Is she looking for that one big score that will allow her to spend the rest of her life on some beach in the Caribbean League? Does she want to kill the Mafia don who she sees as responsible for her sister’s death? Does she want to be known as the best decker in her city? All of these goals might influence both character and plot.

Contacts are a great way to flesh out your character and give the GM hooks as well. How do you know your contacts? Do you like them? Do they like you? Loyalty and liking each other aren’t the same thing.

All those fake SINs I recommended your character have? They all have (fake) personal details attached. You should come up with at least the very basics for each one. Think of driver’s license information: what’s the name on it? how old does it say you are? what does it say your profession is? where does it say you live (general area should suffice)? what does any associated picture look like (clean shaven, long hair, different colored hair)?

The more details you have about who your character is, the more opportunities the GM has to tailor events, situations and plots to involve your character in more than the mere “this is the mission we’re currently playing through.” I want to reiterate here that the focus on character development should not be coming up with a well-written, in character semi-memoir to date or a short story representative of the character. Yes, you can do those things if you have time and will, and they might be helpful. But if you start them and don’t finish, that’s not going to help you and your GM very much. Start with easy stuff: bullet-point descriptions, a small collection of pictures that exemplify aspects of your character, and other small stuff provides plenty to begin with–you can work on your own (and, as necessary, with your GM, to build and add-on details as you go).

One of five-point Edge expenditures allows you to intrude somewhat on the GMs prerogatives and to add a detail to the story–this is a great way to insert something into the plot when you have an idea related to your character details.

Even if you don’t often (or ever) resort to that assertive method, the more you give your GM to work with, the more interesting and custom-tailored he can make your campaign, whether he’s creating it from scratch or using premade adventures.

Don’t skimp on this aspect of character creation, but be efficient, too!

FFF’s Guide to 6th Edition Shadowrun Characters, Part IV: Specific Build Advice

For the previous post in this series, click here.

Mystic Adepts

After being overpowered in the previous edition, mystic adepts have been returned to the role that suits them (and the rest of the rules) best—jacks of (many) trades, masters of none.

If you fall into the trap of trying to match the physical adept on one side or the full mage on the other (or, God forbid, both!), you’re going to spend a lot of time pouring over minute build details and never be satisfied. Don’t do it!

There are a few ways to build very effective mystic adepts, in my opinion, but the focus will always be on flexibility of approach rather than raw power. Right off the bat, don’t spend many resources on combat spells—with a Magic below 6, your damage output isn’t going to be worth the Drain. Stick to old-fashioned (or, more likely, new-fangled) firearms for dealing your damage.

Some sample character ideas:

  • The Stealthy Face – Particularly if you’re able to work with your GM to port over some of the adept abilities from 5th edition (Facial Sculpt, Melanin Control, Etc.) and you focus your spells on the Illusion and Detection categories (again, even more helpful if you’re able to port over the broader range of spells from previous editions), you can build a very solid character with a primary focus on social interaction or stealth and the other role in a secondary position. In my mind, this is the best role for a mystic adept, because good tradecraft is as much about unpredictability of approach and strong improvisational skills as anything else. The mystic adept gives you options, and that’s what a good spy needs.
  • The Arcane Defender – I’m not convinced that the mystic adept is better suited to this role than a full mage or physical adept, but this approach does seem fun to play. Take a specialization in Counterspelling, a high Conjuring skill, the Astral Perception power and other Adept Powers that will help you to bring the pain to enemy spirits.
  • The Asymmetrical Warrior – Again, perhaps not as powerful, straight-up, as a street samurai or physical adept, but if you can play cleverly, you can achieve things that neither of those archetypes can touch. For this approach, I would take only the Sorcery skill of the magical skills, with a specialization in Illusion. Take your spells from the illusion category and focus your Adept powers on combat-related powers. I’m of the opinion that you’re better off enhancing firearms abilities than hand-to-hand ones, but you can do just fine with either (or both, if you don’t mind the long haul of initiation to fully realize your character). Your focus here is on misdirection, ambushes, hit-and-runs and keeping your enemy off-balance. This is a great build if you’re new to a group that already has one or more pure-combat characters, or if you’re starting a new campaign with other players who want to focus their characters on combat—you can tee up a lot of things for them to knock out of the park.
  • The Wheelman – This one’s perhaps a little of a stretch, but follow me here. You use your Adept powers for Increased Reflexes and improving your Reaction and Piloting skill. You choose spells that constitute “dirty tricks” to use against other drivers. As always, you won’t have the raw power of the dedicated Rigger, but a Rigger can’t suddenly blind another driver or throw up a Physical Barrier behind himself!

Physical Adept

There are a lot of ways to build an interesting and effective Physical Adept, particularly once you port over the old adept abilities from SR5 (or wait for the new expansion books to come out). If you’re wondering, it took me less than 2 hours to sufficiently modify the adept powers from the old Street Grimoire to be used with SR6.

When you’re looking at the full gamut of abilities available to adepts, it can be a little daunting. If your GM will let you port over the Adept Ways into SR6 Qualities (also easy to do), then that can help you to think about your build.

The easiest thing to do, though (and which may always be the case), is to think about the two or three roles you want your character to be able to serve in and pick your abilities accordingly. Earlier, I talked about a Face needing some good defensive skills since he’s usually at the forefront of an ambush or sideways negotiation. The PhysAd is a great way to accomplish this, taking some socially-oriented powers (Voice Control, etc.) and supplementing with Mystic Armor and Improved Reflexes.

In modern close-combat doctrine using small-unit tactics, the SOP when confronted by an enemy at hand-to-hand range is not to engage him in hand-to-hand combat if avoidable—it’s to drop out of the way so your teammates can engage the target with their firearms. The PhysAd powers mentioned above take that approach—you’re focusing on surviving and getting out of the way so your supporting team members can fill the air with lead rather than trying to take out the targets single-handedly. You’re likely going to be outnumbered as well as being the primary target; unless you’ve got a mass of Edge ready to go, lay off the heroics.

As a former competitive shooter in tactical pistol, I love the idea of the Gunslinger Adept, especially since the John Wick films give us an excellent idea of what a Gunslinger Adept in action would be. Augmented characters may be able to scrape in more abilities for this role at character creation, but the PhsyAd arguably has more staying power in the long term. The other thing to bear in mind is that the PhysAd’s abilities are harder to detect before they’re used—no cyberware to be detected by a scanner, and abilities that make it possible to kill three men with a pencil. A pencil!

But it’s easy to fall into the belief that PhysAds should all be Wuxia kung-fu masters or action-hero gunslingers. With the full range of adept abilities from previous editions ported in, you can play a natural savant whose intelligence and insight makes him the consummate mastermind for the rest of the team, or many, many other options.

I’ve spent a lot of time on ways to build a PhysAd without a whole lot of practical advice, so let me shift gears a little. There is no reason not to have a Magic of 6 with a Physical Adept. In fact, you should strongly consider spending your Karma for the first level of initiation (11 Karma) and increasing your Magic to 7 from the get-go (35 Karma). That extra point of powers is probably the best expenditure of your “freeform” character creation points.

I recommend the following Priority array for Adepts: A- Skills, B – Attributes, C – Metatype, D – Magic, E – Resources. If you don’t spend any of your Metatype points on “standard” attributes, you still end up with Magic 6 and Edge 5. You’ll be pressed for equipment, but you won’t need augmentations, so the most expensive aspect is out of the way anyhow, and you can focus the rewards from your first few runs on correcting this deficiency with better Fake SINs, more weapons, and a vehicle, if desired. If it works with your Qualities, I highly recommend the Aptitude Positive Quality with this arrangement, for reasons previously discussed.

Magic-Users

The first thing I’ll say about building a Magic-using character is: expect to be frustrated by how much you’ll feel like you need to stretch your character resources. That’s normal and part of the cost of playing a wizkid—full mages and shamans are supposed to be relatively rare, remember.

If you’re going to play an aspected mage, I recommend focusing on Conjuring over Sorcery. My natural inclination (for no discernible reason, mind you) is Sorcery, but Conjuring gives you much more flexibility with how you use your magic and requires fewer starting resources. And, I’ve seen far more memorable things done in-game with conjuration than with sorcery. In my upcoming game, I’ve added additional spell modifications and collapsed spells with multiple versions into a single, modifiable spell to bring Sorcery into better parity with Conjuring, but your GM might not do this.

If you’re playing a full mage, bear in mind that spells are one of the cheapest things to purchase with Karma. I recommend you prioritize your skills, attributes and metatype over your beginning magic rating. Again, with Priority C in metatype and Priority D in Magic, you can still have a full mage with a starting Magic of 6. You’ll only start with 2 spells before spending Karma, but if you devote all of your Karma to additional spells, that’s the best bang-for-your-nuyen you can get for Karma expenditures at character creation and you can still come out with 14 spells. If your GM has ported over spells from previous additions and collapsed spells in the same manner I have, you’ll end up with a lot of flexible mojo options. Even if they haven’t, 14 spells and Conjuring will give you a lot of options.

As your character progresses, Karma will be the thing you need most and, typically at least, Nuyen will be the thing you need least (though you’ll still need a fair amount). You’ll have foci to bond, initiation to…initiate, more spells to buy, etc. In terms of cash, you’ll need to maintain and improve your lodge, buy reagents and pay for your focus habit (whether creating yourself or purchasing).

If you are using the rules-as-written, I would avoid devoting too many resources to Artificing—the rules make it possible to lose Essence on an Artificing test that does not allow the expenditure of Edge! That’s not a risk worth taking for the average magic user and, if taken to be a fact about how magic works in the Sixth World, most Artificers should, statistically speaking, burn out after a while at their profession. That means two things: (1) only aspected magic-users unfortunate enough to only have skill in Enchanting are likely to be Artificers and, (2) under basic economic theory, this rarity and the risk of focus creation means foci should be extremely expensive. But, if using RAW without thinking too hard about the logic behind it, just buy your damn foci and be done with it.

I’m either going to ignore this rule altogether or at least allow Edge expenditure on this test for purposes of avoiding critical glitches. Even then, only high Edge characters should engage in Artificing.

An aside: As it stands, the Karma cost to increase Attributes is the same as it is to increase Skills. I think that this is likely an intentional design decision related to the consolidation of Skills that happened in this edition. Part of me, though, wonders if it is a typo or design mistake. Particularly with Agility being linked to so many different Skills, you’d think the cost to raise it would be higher, though if you make the cost to raise each Attribute different, you open up a whole can of worms in conflict with the design approach of the whole ruleset. It would take some statistical analysis far more complex than I am able (or care) to do to make a real determination of whether the benefits from each Attribute (and the benefits of Attributes compared to Skills) really supports the Karma costs given in the core rules. I imagine that this will be a point of contention for some gamers looking for reasons not to like the new edition (and, if that’s how they feel, I won’t begrudge them sticking to 5th edition, but my gameplay approach finds a lot more desirable in the new edition, thank you very much). Regardless, having made a lot of 6th edition characters in preparation for writing this guide (and because I’m the kind of nerd who finds that to be a fun exercise in and of itself), I don’t see a drastic effect on play from the Karma distribution.

It does mean, however, that you’re generally better off with higher Skills than higher Attributes at character creation, though the many demands for character resources at chargen will not always allow you to take this approach. To get the fullest use of your magical ability, there are four skills you need: Astral, Sorcery, Conjuring and Enchanting. If you’re strapped for points, I recommend dropping or reducing Enchanting first. You’ve probably gathered that I prefer characters (both mine and my players’) to have some basic competency in most aspects of being human (like social skills—I am loathe to play a street samurai with a Charisma of 2 and no social skills, leaving your only option in conflict the most instinctive of human reactions: fight, flight or freeze). So, think about having some points to spend on skills like Con, Influence, Stealth, Athletics or defensive skills as well as your magical skills.

It is harder, though far from impossible, for full mojo-makers to cover beyond their primary role because of the many resources that must be devoted to magical ability. I recommend one of two approaches here: pick one backup role and focus on it or use those character resources available as a backstop, not focusing on excelling in a secondary role but trying to limit your vulnerability when caught in situations outside your forte by having two or three points in a number of non-magical skills. As I mentioned before, specializations can be used to stretch points as necessary.

The Focused Concentration Quality was powerful in the previous edition, as it helped to resist Drain. The 6th edition version, allowing spell maintenance without penalty, is even moreso. It’s not a cheap Quality—technically you could achieve a similar (and actually more powerful but more expensive and less flexible) effect by spending Karma on Level 1 Initiation and taking the Quickening metamagic for one less Karma, but a Sustaining Focus will cost you almost twice as much Karma (between paying for the purchase of it and the Karma to bond it).

You’ve got a lot to spend your Karma on already, but if you can afford a level or two of initiation, I think that’s well worth it.

Riggers and Deckers

I must admit that I don’t build or play these types of characters as often as I do others, so take my thoughts here with a little more suspicion than in the other categories—and accept my apologies that my thoughts are not as deep and detailed as they are elsewhere.

Even more, perhaps, than Street Samurai and other highly-augged characters (and for similar reasons) Riggers and Deckers need a lot of Nuyen to be viable and the “buy once, cry once” axiom especially applies.

My opinion, if you’re running a Decker, is to take Priority A for Resources and buy the best cyberdeck and cyberjack you possibly can, making all other expenditures secondary. Who cares if you have to sleep on the street, VR is comfortable everywhere, amiright? Of course there’s the strong possibility of being shanked for your gear while you’re zoned out, but what’s the cyberpunk lifestyle without a little risk?

You’ll need a fair amount of skills, so that’s the best candidate for Priority B. Priority E, obvs, should be Mundane, with your choice of how you assign C and D. Karma will likely need to be spent on shoring up both Skills and Attributes.

Riggers have it just as tough, or tougher. You may not need a cyberdeck, but you probably still need a cyberjack for its protective qualities, and you’re not a Rigger without a control rig. You’ll need Piloting (duh), Engineering and Electronics, so you’ve already got a few important skills to think about. On the other hand, the Rigger is the character most insulated from other types of interactions, so your need to put lots of points into other skills for contingencies is somewhat reduced. But, if you have a GM like me, who’s read and taken John Wick’s (the 7th Sea John Wick, not the “bang bang” John Wick—unless they’re actually the same person) Play Dirty books to heart and who’s going to make sure you at least occasionally have to deal in meatspace, better to be safe than sorry.

A variety of drones will allow you to fulfill combat roles as well as surveillance and operational security with some ease, and your various viewpoints to the area of operations may put you in a good position to advise and direct team tactics.

Again, you’ll probably need Priority A to go to Resources, with Priority E at Mundane. I’d recommend prioritizing Attributes over Skills on this build for the secondary effects that you’ll get from your Attributes (Initiative, resisting biofeedback, Condition Monitor boxes, etc.)—with the understanding that a lot of your Karma is going to go to shoring up your skills (and some may still go to Resources!).

A few practical notes for your Rigger character:

  1. Your team will expect you to be the driver, so you should probably have a ground vehicle large enough to transport them all.
  2. Your team will expect you to be the mechanic and tech guy/girl for non-Matrix stuff (and maybe even for Matrix stuff!). You’ll have the Engineering skill by default (at least you should), but think about putting resources into kits and facilities as possible.
  3. Your role as driver and drone-manager will often mean your teammates see you as an overall logistics person. You might choose your Contacts accordingly.

Technomancers

This will be short and sweet: I haven’t yet read the 6th edition rules for Technomancers and I haven’t tried to build a Technomancer character yet. Those of you who want to play one are on your own for the time being.

Street Samurai

First, if you’re going to play this kind of character, a true Street Sam, do the character justice. Read some books about Bushido (A Book of Five Rings, Hagakure, etc.), watch Ghost Dog, etc. Don’t play a stereotype of a modern samurai, play a nuanced, believable warrior of the cyberpunk streets who believes that, while the technology and context of warfare has changed somewhat, the morality and ethics of the warrior should not have.

With that out of the way, there are several ways to build Street Sams, and none of them is wrong. You can play a generalist, buying those augs that seem interesting to you and hopefully constructing an augmentation gestalt that is more than its individual parts.

Or, you can specialize. Here, I tend to think of the old D20 Modern classes as a rough guide—you can be Tough, Fast, or Strong. You could focus on Smart or Charismatic, but they don’t so much fall into this category.

There are some augmentations I think are givens (for any augged character, really). Platelet Factories are cheap, both in Essence and Nuyen, and provide what is essentially three points of Body in resisting Physical damage. Second is the Sleep Regulator—this may not have a hugely obvious mechanical effect, but shadowrunners work odd hours and jobs that don’t exactly allow for regular sleep breaks. It’s also cheap in terms of Essence and Nuyen. As a third, I usually recommend cybereyes and cyberears before other augmentations. If your GM understands small-unit tactics and you expect to be up against trained security/law-enforcement/military forces, you should expect to see (and perhaps use) a lot of Stun (i.e. flashbang) grenades, making Damper and Flare-Compensation almost essential.

As a side note, it’s always bugged me that Damper isn’t included in the Audio Enhancements for earbuds and other non-aug audio devices—I’ve added it in as an option for my game.

If you’re going to do much shooting (and, if you’re a Street Sam, odds are good) then a Smartlink, and Vision Magnification are almost essential as well—as are low-light and thermographic vision for target identification. I imagine the spatial recognizer performing much like those red flashes at the corner of your screen when someone off-screen is shooting at you in a video game, giving you cues as to which way to turn to locate an attacking enemy. That’s not its only use, but being able to pinpoint the location of a sniper after he fires a few shots is a tactical gamechanger.

It’s tempting to take cyberlimbs for the “cool” factor; I get that. But I honestly thing they’re too expensive for the return in most cases and should be taken mostly under two circumstances—(1) it makes narrative sense for the character (she lost a limb sometime in the past), or (2) you’re going to install a cyberweapon. Just bear in mind that it’s not always an advantage to have a weapon you can’t leave behind in certain situations. Yes, it may be concealed, but corporations and shadow-actors are typically smart enough to keep scanners. Also, at least in my take on the Shadowrun world, expect for opponents to get Edge against you in high-society social situations if you’re rocking obvious cyberlimbs, you poor SoB who couldn’t afford to make his hand look like normal. I tend to think that there are far better augs before cyberlimbs to give you bang for buck. As a counterargument, though, Kristin Ortega’s cyberarm in the Netflix Altered Carbon is pretty badass. A Sam considering a focus on raw strength should consider muscle enhancers first, but paired cyberlimbs may be a viable option.

If you’re going to focus on close-combat, wired reflexes and other Reaction enhancers are a must. You need to avoid being shot while closing for that katana strike, after all. Other augs should focus on increasing strength and hand-to-hand damage.

Sams focusing on toughness (and I think you get a lot of bang-for-your-buck here, though its not as flashy as other approaches) can take Orthoskin, Bone Density or Bone Lacing enhancements, the Quick Healing Quality, Damage Compensators (and perhaps be a troll—actually, though the super-tough combatant who just refuses to go down is also a sort of metaphorical troll, I suppose).

Sams who want to truly focus on speed above all else are going to spend the majority of their resources (Nuyen and Essence) on the highest end of Wired Reflexes and Reaction Enhancers (compatible while wireless-enabled).

If your Street Samurai is going to be your team’s main combatant, then I would take a more generalist approach to your Skills (and therefore available fighting styles). Based on my experience in both martial arts and firearms training (with no combat experience to speak of, for which I’m thankful), I’m a believer that anyone who is going to carry or use a firearm also needs to be skilled in close-combat (unarmed at least) to deal with in-your-face situations and weapon retention.

If you’ve got multiple combat-focused characters in your team, you may want to think about specializing a little bit. Specialize in pistols and unarmed combat for a sort of John Wick combatant, or think about a focus in long-range weapons for a support-sniper role (which, honestly may be better suited to a non-Street Sam character who won’t need as many augs).

Note that the Specializations under Firearms in SR6 are extremely confused, having edges rougher than a mole that needs a biopsy—what’s the difference between “Rifles” and “Longarms” for instance? I recommend changing the specializations to match weapon types specifically—Pistols, SMGs, Shotguns, Assault Rifles, Semi-Auto Rifles (or something similar). Just check with your GM when choosing specializations here.

You’ll also want to take a thoughtful approach to your arsenal. It’s common for Street Sams to spend a lot of Nuyen on guns (and hand-to-hand weapons), and there’s nothing wrong with that, but do it with a purpose. You can only carry and use so many guns at once, and various permissive/non-permissive environments and run objectives are going to call for different approaches.

One of the main foci (in my mind) is having a set of weapons for covert work and a different set for overt combat. With covert weapons, suppressors are a must and concealment should be a concern. With overt weapons, you want mods that are not compatible with your covert weapons (like gas vent) to increase weapon effectiveness when you can maximize it without having to worry about balancing other concerns. The Ares Light Fire 75 has the best suppressor (at -3 to detection over the usual -2), but the Ares Viper Slivergun is a more powerful pistol with an integrated suppressor for improved concealment. The Ares Predator VI (which now competes with the Savalette Guardian for when you need a pistol that just does work) is an excellent choice for an overt weapon—especially when you add gas vent and a quick-draw holster.

I tend to recommend that you have both covert and overt pistols and one weapon in every other category; when building my own characters I tend to take a suppressed SMG like the HK-227, an overt assault rifle and shotgun (don’t get me started on silencing shotguns) and a covert long rifle.

Don’t forget less-lethal options—particularly if you’re focused on close-combat, your character is going to take point on those “Capture” missions. Tasers, stick-n-shock, the Super-squirt and other options should be considered.

It’s a Shadowrun trope for a Troll to lug around an assault cannon or minigun, but this honestly doesn’t make much sense to me. For one, this is a good way to make sure your opponents send an attack helicopter and a tank to respond to you. Two, collateral damage is a thing, guys. Unless you have a mission that specifically needs a launcher or autocannon, leave it at home.

Also, don’t forget grenades.

Other Characters
This is a very broad category that will include a lot of characters (in some ways, characters who don’t fall into a category above automatically fall into this category), so I’m going to treat it fairly generally.

If you’re not falling into one of the other categories, I recommend you prioritize Skills and Attributes above all else. Set Priority E to mundane and use C and D for Resources and Metatype, depending on how augged you’d like to be. See above under the Street Samurai heading for my personal “must-have augs.” Your mileage may vary.

The best thing about making this kind of character is that it becomes about the character’s background and narrative more than the mechanical or meta-game concerns. This is where you find some of the most interesting characters: those whom circumstances have recently forced into the shadowrunning life and who will struggle to turn their previous experiences into effective skills and knowledge for the professional criminal. Betrayed sararimen, disgruntled Lone Star officers, bored trust-fund kids, people who’ve never known a legitimate SIN and more can all be found in this category; when they’re played well, they’re a joy both to the player and to the GM—they truly fit into the “play to find out” approach of modern narrative games. Desperation and being ground down by oppressive and unjust societal systems is far more cyberpunk than any amount of chrome.

Honestly, the best advice I have for these kinds of characters is just to build them based on who they were before they became a shadowrunner, and have fun turning the narrative details into Attributes, Skills and Qualities. With VR games and instructional options, every character really has an excuse to have any Skill, so don’t be afraid to put some points into those skills that are necessary to shadowrunning at character creation, even if the character has never fired a gun in real life before. But if that’s the case, roleplay through the drama of that first firefight where life is actually on the line—there’s so much good stuff there, and an appreciative GM may throw some Karma your way for adding so much to the story. I sure would.

Conclusion

This post has not covered, and cannot cover, the very many types of characters you could build (which is a feature of the system, not a bug). Thinking back, the Shadowrun character creation system is probably a very large part against my bias against class-based and leveled systems (though I intellectually understand their great value for establishing genre tropes and significantly easing the character creation and leveling systems).

In the next post, we’ll look at the most important part of character creation: the character that isn’t represented by numbers on a page.

 

 

FFF’s Guide to 6th Edition Shadowrun Characters, Part III: General Advice

For the previous post in this series, click here.

Minimum Standards
An established (not necessarily starting) team of shadowrunners ought to make sure every member has at least a minimum competency in a few areas: at least one combat skill for self-defense, some ability in the Stealth skill (with a specialization in Sneaking if you want to go farther with a few points), and some ability in the Biotech skill (with a specialization in First Aid to stretch points). If your GM is going to enforce the rules (on Page 247) that you need the Electronics skill to figure out how to turn the Wireless effects of your gear on and off (I certainly won’t be enforcing it—that’s too important a thing to do to require a skill point for it!), then a character ought to have at least one point in that as well.

Essential Gear
Even the core Shadowrun book has enough equipment in it to make one’s head spin, and purchasing equipment is often the longest phase of character creation. The Sixth Edition is no different.

For new players especially, it’s easy to lose track of (or to never find) a good explanation of what gear is absolutely necessary for a person to function. Here’s what you need:

Fake System Identification Number(s) (SINs)

Every Runner should have at least one fake SIN (System Identification Number). A SIN is required to use public services—like riding the bus—and in nicer parts of town, corporate security or local law enforcement will make a beeline for anyone who doesn’t have a SIN when scanned.

Your runner may have been born with a SIN (which I’d assume her to adequately have distanced herself from aside from tissue matches or fingerprinting, unless the SINner Quality is taken), but remember that anonymity, privacy and security are essential for a runner to survive long enough to make it big.

If you want to carry a gun, drive a car, or not be arrested for having restricted cyberware (or being Awakened), you need to make sure that you have the proper fake licenses attached to your Fake SINs.

The lowest Resources rating on the Priority Chart gives you 8,000¥ (before you spend any Karma). The least expensive Fake SIN (Rating 1 with no licenses) costs 2,500¥ and will stand up to only the most cursory examination (automated public transportation scans, etc.). Plan accordingly.

Commlink

The commlink is your phone, personal digital assistant, tablet and computer all rolled into one. You need to have one to survive in the modern age of the Sixth World. If all you can afford is a cheapie, by all means—but have one.

Lifestyle

Because it’s found earlier in the book and not in the Gear section, it’s easy to forget that you need to have a Lifestyle, which represents your monthly payments for food, shelter and basic services. Under most circumstances, a runner probably wants to maintain a Low Lifestyle—saving money for those things that will keep her alive or for that magical future day when she can retire from the life and live comfortably ever after. Remember, it’s cyberpunk: high tech and low life. But don’t be a Squatter.

If your character is the paranoid type, comes from a background in tradecraft, or has the resources and understanding of the risks of shadowrunning such that he or she would have at least one bolthole somewhere that no-one knows about, purchase multiple Lifestyles. Just remember that they have to be maintained, too.

Image Link, Sound Link and Micro-Transceiver

If your character doesn’t have cybereyes and/or cyberears, you need to shell out for at least a visual device with image link (Rating 1 Contacts with just this feature are 75¥) and an aural device (which automatically has sound link—Rating 1 earbuds are 50¥). You need a micro-transceiver, too. This equipment allows you to keep in constant contact with the rest of your team and to share valuable information. Communication and information sharing can be more valuable than wired reflexes and a Panther assault cannon if you’re clever.

Trauma Patch

Every character should probably carry one of these. They’re expensive (500¥), but necessary in a desperate situation to prevent loss of life. A shadowrunner team is many things, but they’re sometimes a team of covert(-ish) combat operators—and they should think like it. Every soldier carries at a bare minimum an IFAK (individual first aid kit) to treat the commonest types of injuries. A trauma patch isn’t a substitute for all of the devices, materials and life-saving techniques your team should have access to, but it’ll do in a pinch.

The Mechanics of the Build

What follows is my personal advice (along with my personal biases) on creating Shadowrun characters in the Sixth Edition after spending several hours with the character creation system.

What Do You Need to Know?

Before you make a character, you should get a feel for the world of Shadowrun in 2080 (Page 14 on) and the basics of the game mechanics (“Game Concepts” Chapter starting on Page 34). If you’re going to play an Awakened character, I recommend also reading the Magic Chapter (at least the basics, starting on Page 127)

Lay of the Land

For ease of navigation, some “bookmarks” for you:

  • The Description of Attributes is on Page 37
  • The Priority Table is on Page 63
  • The Skills Chapter Starts on Page 92
  • Qualities Begin on Page 66
  • Adept Powers Start on Page 156
  • Spells Start on Page 130
  • Mentor Spirits on Page 162
  • The Gear Listing Starts on Page 244
  • Advancement Costs (for spending Karma) on Page 68
  • Rules for Contacts on Page 66-67

Min/Max

Yes, I complained about the Archetypes being min/max-ed, but there’s actually a distinction here. The Archetypes are min/max-ed as to their final ability ratings and all of that, with very specific foci and almost no character resources spent outside of that focus.

The min/max-ing I’m referring to is in the expenditure of the 50 Karma points you get at character creation. Choose the upgrades that you’ll spend on and allocate your attribute points, skill points, etc. from the Priority Table with that in mind so that you maximize the value you get from that beginning Karma.

An example: Going from Firearm’s 5 to Firearms 6 is worth thirty Karma. Purchasing Electronics at 2 requires 15 Karma. Where should you allocate your Priority-Table-Given Skill Points? To your higher-rated skills, spending Karma to fill in gaps for basic necessities. Likewise with Attribute Point distributions.

As a matter of good gaming etiquette, I’d check with your GM about his or her stance on this behavior. As hard as I intend to be on my players, though, I’m happy to let them have this benefit.

As a side note, the discrepancy/ambiguity created by loose design in the use of Karma points to round things out might be viewed as a problem, and I would agree that it is while I’m looking at Shadowrun from a designer’s perspective. As a practical matter, though, just decide on an approach and keep running.

Specializations Are Your Friends

Specializations are cheap to purchase with Karma. So, don’t use Priority Table Skill Points to buy Specializations unless you really need to spend the Karma elsewhere. That said, use Specializations to push your character resources farther at character generation. Most characters are only going to need Pilot (Ground Vehicle) for instance, or Biotech (First Aid). If your character does not have combat as a primary focus, consider using specializations (say in Pistols and/or Unarmed Combat) to get some basic competency without devoting a lot of Skill Points.

Augmentation: Buy Once, Cry Once

It used to be that you could only purchase base-grade cyberware and bioware at character generation, but this was further back in the timeline; by 2080, apparently, even Delta-grade cyberware isn’t too hard to find.

According to the rules as written, you cannot purchase Illegal gear with an Availability of 7 or higher. Check with your GM to see if they’re going to modify this (frankly, it probably should be). If used as written, at least some of the cyberware you want to get your grubby hands on can be purchased at Delta-grade, or at least Alpha or Beta.

Contrary to the Archetypes in the book, you’re better off buying the best grade of hardware you can reasonably afford rather than dumping in base-grade. Why?

First, the higher the grade of cyberware, the harder it is to detect. That’s definitely to your benefit. As or more important, the higher the grade of cyberware, the less Essence it costs. Yes, you could have more bonuses and benefits if you just pack in basic cyberware and bioware, but you never get more Essence.

You can remove old cyberware and replace it with a higher grade, which will never raise your Essence back to what it was, but will leave a “gap” to be taken up before it drops further.

Example: You’ve got an Essence of .4 after putting in all your (basic-grade) cyber. You’ve scraped together some nuyen and if you want to take on more cyber, you need to make some room, you you’re going to buy a Beta-grade version of something you already have to replace it. The basic version cost you 1 Essence point, so the Beta-version will cost you .7 Essence. Your Essence stays at .4 after the replacement, but your total Essence cost on your Cyber is now 5.3 instead of 5.6, so you have an extra .3 worth of Essence to use up before your Essence drops below .4.

If you follow the example above, you’ve now paid 2.5 times the value of that piece of cyberware (1 time when you first bought it, and another 1.5 times when you bought the Betaware version). That adds up to a massive drain on your character’s lifetime nuyen.

Don’t Skimp on Edge

Edge is central to the new edition of Shadowrun in ways it has never been. You start each session with an amount of Edge equal to your Attribute rating and, if you have more Edge at the end of an encounter than your Attribute, you lose the excess. An Edge of 5 means that you can hold enough Edge at once for an alpha-strike use of the highest level of Edge expenditure when you need the boost.

That doesn’t mean that you need to have an Edge of 5, but I certainly wouldn’t want to run a character with less than 3. If you have to, spend Karma to boost it. Even if you have no points from the Priority Table to allocate to Edge, it would only cost 25 Karma to get it up to 3.

My initial feeling is that Edge is the new Initiative Augmentation in Shadowrun—don’t leave home without it.

Understand Attack Value and Defensive Value

Particularly if you’ve come from a previous version of Shadowrun, there’s a learning curve to grokking how AV and DV work in awarding Edge during a fight. As you pick your weapons, armor and augmentations, pay attention to AV and DV—they are, along with the fundamental overhaul of Edge, the New Big Thing. Choosing between a weapon with a one-point damage bonus and a higher AV is something to carefully consider.

Consider Initiative Augmentations Carefully

It used to be that characters with initiative augmentations vastly outclassed those that didn’t in combat. This is no longer the case—it now takes a Level 3 initiative augmentation to gain a second attack (or second Major Action of any type) in combat, and that’s the most you’ll ever get.

This is a very welcome rebalance, in my opinion, and it makes it worth considering whether you need such an augmentation—despite the change in the rules, these augs remain very expensive in terms of Essence and Nuyen (in Cyber-/Bioware) or Power Points (for Adepts).

The Archetypes have overused initiative augs, with half of them having one, even when the assets spend on those augs would be much better spent elsewhere.

If you look at the NPCs section of the book, you don’t see any initiative augs until Professional Tier 4 and above. My advice is only to consider an initiative aug if your primary role in the group is combat. Even then, I wouldn’t say that wired reflexes or a synaptic booster are a necessary piece of kit.

The Aptitude Quality

The Aptitude Quality, for 12 Karma, lets you start with a skill at Rating 7 (rather than the usual max of 6) and level it up to 10 (instead of 9). This is not necessarily a Quality every player should take for their character, but it does have the potential to save you a lot of Karma (if your GM doesn’t have a problem with this, if you are not committing the sin of overspecialization, and if your end character is adaptable enough to survive long enough that it matters).

It would cost you 35 Karma to raise a skill from 6 to 7. You’ll pay 12 Karma for the Quality, but this still nets you 23 Karma in the long run (not accounting for paying the skill point).

Where this really makes a difference is that you can then have other skills at Rating 6, rather than only being able to have one at Rating 6 and the rest at 5. This opens up a lot (a lot!) of additional potential Karma.

To make real use of this Quality, though, I think you need to take Priority A in skills. If that doesn’t mesh with your character idea, look for more suitable Qualities.

In the next post, look for my advice on specific types of characters.

FFF’s Guide to 6th Edition Shadowrun Characters, Part II: Roles

For the previous post in this series, click here.

Roles
Few, if any, shadowrunner teams, have enough members (remember, the more members a team runs, the more conspicuous they are, and the capture of one may lead to the discovery of the rest) to dedicate a member to each role below.

Combat
‘Runners must always be prepared for a fight—the nature of the work and the non-permissive environments in which it takes place means that, even for those runs where violence is not an intended goal, any number of unfortunate events can spiral into chaos and bloodshed at a moment’s notice. While every ‘runner is expected to be able to carry his weight in a fight, every team needs at least one person dedicated to bringing the pain in the most direct way possible.

Trolls and Orks often gravitate to these roles, where their natural toughness and strength makes them terrifying combatants. Combat specialists from all metatypes are found however, with Elves often focusing on speed and grace over raw strength, Humans making good all-rounders, and Dwarfs having toughness of their own.

Combat-oriented team members may specialize in particular types of combat, the most common of which are close-combat specialists highly skilled in unarmed and armed hand-to-hand fighting as well as close-range firearms and long-range specialists providing sniper cover for the rest of the team.

The most often thought-of combat specialist is the Street Samurai, followed by the Physical Adept.

Weapons Specialists, who bring a wide-array of knowledge and experience in various forms of violence to create a highly-adaptive approach to combat, focus first on their skills and natural abilities, adding augmentations as they’re able to supplement their arsenal of weapons. Weapons Specialists often have high levels of skill with all firearms, all types of close combat, demolitions and explosives, and in heavy weapons.

Some shamans or mages prefer to focus on a combative role, summoning spirits and casting spells to wreak as much havoc on the enemy as possible. Their exposure to the consequences of Drain can deprive them of the sort of steady reliability or long-term staying power of other combat specialists, but, chummer, can they ever bring the hurt in sudden fits of overwhelming force!

Riggers may also serve in a combat role, directing one or more armed drones in place of meat bodies.

Of course, there are also plenty of combat specialists who defy any easy categorization.

Hacking and Technology

The Sixth World is a place of hyperconnectivity between devices—your refrigerator can order you groceries when supplies run low; your pistol will tell you the temperature of its barrel and the number of rounds remaining in the magazine; the flick of a (virtual) switch may change the color of your clothes (or even your hair!).

No shadowrunner team is complete without a specialist in modern tech, particularly one with the capability to hack in support of the team, whether opening locked doors and disabling security in a target facility or bricking a ganger’s Predator VI before he can open fire with it.

Modern computer systems, particularly those managed and protected by the megacorps, require both expensive equipment and high levels of skill to successfully hack, making this role one of the hardest for other team members to dabble in or cover for. Technomancers, still largely feared by society, also fill this role—their Awakened (or pseudo-Awakened) status means that they also require a large amount of resources devoted to their service in this role.

Magical Support

Threats to shadowrunners are rarely limited to the physical and technological worlds. Both mages and spirits are used to defend corporate assets, and even some street gangs are comprised entirely of wizkids. Gone are the days when junkyard dogs were the fiercest animal you might encounter when breaking and entering; these have been replaced where possible by Awakened alternatives—fire-breathing hellhounds and the like.

With magic, it usually takes fire to fight fire, and a good shadowrunner team needs at least one member well-equipped to deal with other spellslingers, summoned spirits, and all other manner of supernatural threat. Magic-users are “force multipliers” in many ways–there’s a good reason the advice “geek the mage first,” remains relevant.

Further, astral perception and/or projection can provide information about targets and enemies otherwise unavailable to the team.

Full magicians or shamans are typically preferred in this role, but their rarity means that substitutes must sometimes be made. Aspected magic users can address most threats (and often have the ability to cover in other roles), even if they don’t have the breadth of magical approaches of a full mage.

Physical adepts with the Astral Perception ability and other powers that cater to direct combat with spirits and other astral entities may also fulfill this role.

Mundanes with the right knowledge and equipment (which isn’t in the current book) can sometimes serve in this capacity, but the risk here is much higher than it would otherwise be.

Transpo

There’s nothing more embarrassing than finishing a run and having to make your getaway on public transport—nor a more surefire way of getting caught.

Those who most excel in this role are Riggers; if a team doesn’t have a Rigger, this role is typically handled by one or more team-members as a secondary role to their other functions. By their very nature, a team’s Rigger is almost always required to run primary on this role, though the Rigger may also have substantial surveillance or combat duties fulfilled through the use of drones and is likely the team’s resident mechanic.

Face and Acquisitions

The nature of shadowrunning makes anonymity a difficult-to-achieve but highly-desired aspect of the life. Only under rare circumstances does a whole team want to meet a Mr. Johnson; everyone—especially the runners, are better off when the employer doesn’t have much information about those he’s hired.

Additionally, many runners are pretty sorry fraggers when it comes to social situations, and a good working relationship can mean the difference between being hired for multiple jobs or placed on a corporation’s “cleaner’s” list.

Those teams whose idea of professionalism means keeping a body count to a necessary minimum also find it useful to have someone who can finesse through certain situations rather than resorting to violence and direct action.

A team’s “Face” fulfills all of these functions. The Face is only as valuable as his social skills and network of connections, where a competent team member can drastically reduce the difficulty of legwork performed before a run.

Often, a Face also fulfills a role as a covert operator—add the ability to mimic others, blend in, and sneak past security systems and you have a versatile runner able to insinuate herself into situations and locations where she can do the team the most good.

Protection is also a concern for a Face. As the most forward member of the team, the Face is usually the first one to feel the brunt of an ambush or double-cross. Even with a team well-positioned to respond in the event of such a likelihood, a long-lived Face probably has some combat skills or good means of escape for when things don’t go well.

If any position on the team is likely to be relegated as a secondary role to one of the members with no runner having a primary responsibility for the role, it’s likely the Face. Such an approach is one of necessity, however, not one of best practices, because a good Face opens up possibilities, both for employment and for approaches to problems, unavailable to those who only dabble in the role.

Many faces rely on their natural social skills to serve in this function, but there are a number of augmentations highly attractive to those in this role, especially if the ability to disguise appearance when acting as the public representative of the group is highly desired.

Magic-users may sometimes find themselves well-suited to this role, particularly shamans who tend to be naturally charismatic anyway. But an over reliance on magical skills to serve in social functions often means a brute-force approach (using Mind Probe and Control Thoughts spells, for instance) over finesse. Even if successful, such strategies have a habit of making enemies.

Some Physical Adepts find that their magical abilities are especially suited to the role of Face—these often follow the Speaker’s Way.

Surveillance and Investigation

Rarely is something in the Sixth World what it seems, and even if a run isn’t primarily an investigation, it’s likely that some amount of investigation and surveillance will be a necessary part of the legwork for the run proper. Add to that that runners often find themselves in the midst of mysteries and conspiracies that threaten their lives, and it should be clear why a dedicated investigator and/or surveillance specialist is a great boon to a shadowrunner team.

The augmented, with their heightened senses and access to sensory apparatuses unavailable to the unenhanced, often make good investigators—but there is no substitute for tradecraft.

Awakened team members may also make excellent investigators, with magic-users having access to modes of inquiry unavailable to mundanes and physical adepts often possessing super(meta)human senses themselves.

Riggers, while sometimes overlooked, can provide an excellent source of investigation and surveillance, combining the use of drones for physical surveillance with electronics skills that naturally lend to signals intelligence.

Covert Operations and Security

Like combat skills, almost every runner is expected to have some ability to act stealthily. Rare is the run that does not involve tailing someone, infiltrating a secure facility, or otherwise evading detection.

But there is a difference between the person who can occasionally move without being noticed and the person who is well-versed in the fieldcraft of the spy, who knows how to use dead drops and brush passes, how to infiltrate a place without leaving a trace, and who knows what techniques to guard his fellows against.

Like the Face, some teams seem to think of this as a secondary role without any need for a primary member in its place.

The augmented, specifically with those enhancements decreasing visibility and increasing agility and speed, are well suited for such a role, as are Physical Adepts with similar abilities. Some infiltrations may be conducted by a decker or rigger without any team member getting “boots on the ground” in the target location, but modern security countermeasures make such scenarios rare, at least when dealing with governments and corporations of means.

Likewise, just as they can sometimes operate as adequate Faces, magic-users may also provide some options and approaches in such situations that their mundane counterparts are incapable of—particularly if the team member is also skilled in physical techniques of breaking and entering. Given the adaptability of the mystic adept, this may be an especially fitting role for them.

Support

This catch-all term goes to the heart of those seemingly minor but essential tasks for a shadowrunner team—logistics. When possible, a team will use its network of contacts (and its Fixer(s)) to acquire new gear or necessary services that they cannot provide in-house, but the cost of looking outside the team for such assistance should not be underestimated.

When team members have their own networks for acquiring, repairing and modifying their gear, this allows the team to take innovative approaches to their runs, to avoid embarrassing equipment failures, and to maximize their profits.

Often, support tasks are tied to other roles rather than being made a role of its own—the combat specialists are expected to perform weapon maintenance, the rigger is expected to be able to repair vehicle damage, and the decker is expected to be able to modify everyone’s commlinks.

Thinking About Roles When Designing a Character
It is tempting, particularly if you’ve viewed the Archetypes in the book, to highly specialize your character into a particular role. Ignore the book’s Archetypes, both because they’re unreasonably min-maxed and don’t make for well-rounded characters.

The resources you’re given to build a character in Shadowrun are not sufficient to build a runner who’s at the top of his game. Even with the extra 50 Karma mentioned for creating “Prime Runners” (which, honestly, is a joke), you probably won’t be able to build a character who can single-handedly go toe-to-toe with the higher Professional Rating enemies (I’m looking at you, Tiers 6 and above—who knew DocWagon personnel were so hardcore?).

Your character is a runner who’s not been doing this for very long or who’s just entered the shadows. Knowing this, give yourself permission to (a) not stress about making a perfect character and (b) start with an interesting backstory and work forward with two or three roles in mind (preferably prioritized).

Allow yourself to build a character who will grow into his full potential over time, and who isn’t so min-maxed that he’ll actually survive long enough to realize that potential.

Shadowrun is fun when played as a cyberpunk version of D&D, but it reaches its full potential only when it takes into account the drama and grit of social systems that make shadowrunning seem like a better choice among alternatives and accentuates the difficulty of “the life.” The same goes for Shadowrun characters—the more real they feel, the better the idea you have as to how they got to where they are, the more fun they’ll be to play and the better your game will be—your GM will thank you!

Also, it’s nice to have a reason your character isn’t an expert in all forms of combat known to metahumanity from the get-go. Or stealth, or other aspects of breaking the law for a living. Unless your character came from a military background or was raised on the streets, in a gang or “in the life.”

For the next post in this series, with general advice on character builds, click here.

FFF’s Guide to 6th Edition Shadowrun Characters, Part I: Basics

I will be posting a full review of the Shadowrun, Sixth World rules. But, in the meantime, I’m gearing up to run a campaign using the rules, one which will include a number of players new to the setting and system. I’m working on my (extensive) notes to help them muddle through, and thought I’d share them with you as well.

The Very Basics

You are creating a character who has recently become a shadowrunner. A shadowrunner is a professional criminal who engages in illegal acts on behalf of others in exchange for pay. You are hired in part for your skills and in part because you are a deniable asset if something goes sideways.

Many of your jobs will be given by megacorporations or their smaller subsidiaries or competitors—these types of jobs often involve corporate espionage, asset destruction, the extraction of personnel or other dirty work that furthers the employer’s bottom line.

Other jobs may come from non-profit organizations willing to break the law for the greater good, private citizens with the means to hire shadowrunners to further their personal agendas, government entities running off-the-books operations, other members of the shadow community, or criminal organizations looking for specialty skills or to bolster their other assets.

A potential employer of a shadowrunner is euphemistically referred to as a “Mr. Johnson” (female employers use various honorifics, whether Ms., Mrs. or Mr.).

A shadowrunner team typically works with one or more Fixers; these go-betweens set up teams with Johnsons and often run procurement or other support roles for a team. The team’s Face may operate as a Fixer, but it is more common for their to be separation (both for efficiency and for operational security) between a team and its Fixer(s).

The Team
Too many skills and expertises are necessary to a successful shadowrun for a single person to handle most jobs alone. ‘Runners typically operate in close-knit teams, where they can share the responsibilities and cover for one another as necessary.

Bear in mind that you will be a team player, so create a character who can be loyal at least to those who have his back.

Good shadowrunner teams strike a balance between each member having a strong expertise and some secondary skills to fill additional roles in the case of a split group, injury to other team members, or other circumstances likely to occur once a perfect plan meets reality.

A Little Terminology

Augmented: A person who has cyberware, bioware, nanoware or some other technological device (usually many) installed in his or her body.

Awakened: When referring to people, this usually means a person with magical ability, whether a mage, a shaman, a physical adept or a mystic adept.

Decker: A hacker, so-called because of the cyberdeck used in hacking.

Mystic Adept: A magic-user who has some of the abilities of a shaman/mage and some of the abilities of a physical adept and, as a consequence of this split, matches neither group in full potency.

Physical Adept: A magic-user who, rather than summoning spirits and casting spells, channels magic (usually passively, but sometimes actively) to improve their physical, mental and social abilities.

Rigger: A user of an augmentation called a “control rig” that allows the user to “jump in” to a vehicle in virtual reality, physically experiencing the operation and function of the vehicle and operating it at the speed of thought. Any properly-equipped vehicle or drone may be jumped into.

Street Samurai: the highly-augmented warrior who adheres to the ancient code of Bushido, slightly modified, of course, for the streets and shadows. Poseurs abound, and true Street Sams are actually rather rare, whatever the trids and games seem to think.

For the next post in the series, with advice on team roles, click here.

Pre-Review: Shadowrun 6th Edition (Beginner’s Box)

In this short review, I’m going to focus mainly on changes in the Sixth Edition of Shadowrun (as they are explained in the Beginner’s Box) to earlier additions. I’ll do a full review when I get my grubby hands on the main rulebook in early-to-mid-August with the rest of the plebs.

The info on the tin says that the Sixth Edition is a “streamlined” version of Shadowrun, and the Quick-Start rules in the Beginner’s Box bear this out. Those familiar with Shadowrun will see much carried over from previous editions: rolls are generally Attribute + Skill to form a dice pool of d6s, 5s and 6s are “hits” which are compared to the Threshold in a simple test or the hits generated by the opposing person/object in an opposed test. Rolling more 1s than half the dice pool remains a “glitch,” and something bad happens.

The first change you’ll encounter in the new rules (in their simplified form in the Quick-Start) is how Edge is used. Each character still has an Edge attribute and starts each scene with a number of Edge points equal to the attribute. In contrast to earlier editions, Edge flows much more freely now and is expected to be spent more like the Plot Points of Fate. Mechanical effects can be chosen by spending between 1 and 5 Edge points, and the expenditure of 5 Edge points, with GM permission, can even be used to “Create a Special Effect,” much giving the player agency to add a new fact, event, or trait to the scene at hand–essentially an interposition into the narrative itself (again, much like Fate).

This new Edge system, at least based upon the Quick-Start, seems designed to take the place of large lists of modifiers to rolls seen in earlier editions. Edge is awarded when one character is on the better end of a large discrepancy between Attack and Defense Ratings, when the situation gives the character an advantage over others (low-light vision in a darkened room, for instance), or when the GM awards Edge for good roleplaying decisions (based on the wording it’s unclear whether they mean this as a “reward” for playing the character well or for creativity in approaching problems or both). The Quick-Start does not include any lists of modifiers to combat rolls (recoil, lighting, distance, etc.), giving the impression that Edge is to be awarded in lieu of having to track lots of numbers. If this bears out in the full ruleset, I think that this is an excellent idea, basically (in my mind, at least) taking a cue from more narratively-focused systems to streamline the mechanics.

Another big change I appreciate (if I’m reading the rules correctly) is to how initiative enhancement works. In previous editions, those characters with Adept Powers, Wired Reflexes or the like took additional turns in a Combat Round, meaning that they essentially were multiple times faster in all aspects than unaugmented characters. This created an impression that characters intended to have a lead roll in combat situations had to have initiative enhancement. The Quick-Start rules give everyone a single turn in a Combat Round. A character gets one Major Action, one Minor Action, and an additional Minor Action for each Initiative Die the character has. So, most characters will have one Major Action and two Minor Actions per turn, with (if the numbers for initiative enhancement translate) at most five Minor Actions. Four Minor Actions may be exchanged for an additional Major Action. This means that the most augmented characters will (at extensive cost in nuyen and Essence, presumably) be able to make two attacks in a turn at a maximum. This is a much better balance (in my opinion), make characters without augmentation much more viable in combat, and is probably how I’d run things even if the Core Book changes this.

Attacks remain opposed rolls similar to previous editions. The “Soak” roll following a defender losing the opposed roll remains as well, and I wish we’d seen some additional streamlining here by using a flat deduction from damage.

Although the Quick-Start rules contain no modifiers for recoil (or recoil compensation)–and I don’t expect the Core Book to either if I’m understanding the design philosophy correctly, it does retain Fire Modes–Single Shots, Semi-Auto (two rounds fired) and Bursts. A Single Shot does not modify the base rules, while Semi-Auto trades dice from the Attack Rating (for determining Edge, not from the Attack Roll) for additional damage and Burst Fire allows you to do the same or to split your pool between two targets (as if you’d fired at both in Semi-Auto). This maintains tactical options without resort to the dizzying amount of potential modifiers we Shadowrunners are used to.

Matrix and Rigging rules are, necessarily, simplified in the Quick-Start, but the Matrix rules look like they have become much more task-focused rather than the complexity of placing marks and then resorting to all other manner of shenanigans to achieve effects. GOD is still in control (of the Matrix). The result is a simplified system allowing a more seemless move back-and-forth between meatspace team members and deckers/hackers/technomancers. Shadowrun has needed this approach for a very long time, though it remains possible that the Core Book complexifies things and mucks it all up.

Riggers get two pages of rules, mostly some quick notes about which Attributes to use when “jumped-in” and some brief vehicle rules. The attention to “Meters per Combat Round” for vehicle distance seems a relic of former rulesets entirely unnecessary to this approach, but your mileage may vary.

Only sorcery is treated in the Magic rules here; the rules seem to have been streamlined here as well. The greater part of spell mechanics are now determined by the category of spell (retaining the standard categories of Combat, Detection, Illusion, Health and Manipulation), with individual spells now differing in smaller details (area of effect, target type, etc.). Drain remains a separate roll from casting (which again, I would have preferred to see streamlined out).

So far, so good–while I have some nitpicks and places I’ll likely houserule to further streamline (and it’s likely that I’ll want to use this ruleset), I think the design philosophy has by and large gone in the right direction.

What remains to be seen, of course, is the complexity of character creation, particularly in how augmentations (cybernetic, bioware or adept powers) and resources such as nuyen and contacts are worked out. Based on the weapons and decks described by the Quick-Start, the customization options for gear have been simplified in favor of ease of use, and the Edge system also seems to indicate that the details of what certain augmentations do will be left to the provision of Edge rather than factoring in tons of modifiers. I’d very much like to see character creation that no longer takes hours to do correctly. While I must admit that I find character creation in earlier Shadowrun editions an amusing exercise for its own sake, for actually running games a much-abbreviated design process is a must.

My understanding is that we’re about two weeks out from the release of the Core Rulebook, so expect a full review shortly after that!

A Short(ish) Note on Rolling Dice (in RPGs)

This morning, I’m re-reading through the Sixth World Beginner’s Box for Shadowrun 6th Edition to write a short review as a prelude to a full review when the core book releases. As I’m reading through, comparing to other roleplaying games, and thinking about the mechanics and systems that make our games run, a thought occurs to me.

We need a paradigm shift on dice rolling. For some of you, particularly those who play more narratively-styled games, this is likely already part of your repertoire, and a number of games that have been out for quite some time make a point of this explicitly, or at least imply it heavily. Others may say, “yeah, that’s not necessarily in the rules, but it’s the heart of ‘Old School’ gaming.” But I think that the approach I’m about to describe (wait for it!) should apply to all roleplaying games, because it’s fundamental and universal to the way stories are told.

Dice should only be rolled with the result increases drama and drives the story forward. Seems simple, right? But if it’s so simple, why do games keep using a different formulation, one that goes something like this: “Easy, mundane or routine tasks do not require a roll. Complex or more difficult actions do.”

If you want to lean heavy on the simulationist side of the GNS theory (and if that’s what’s fun for you, I’m not going to say you’re doing it wrong!), then this formulation does make some sense.

But from the standpoint of telling a story–even if aspects of that story are governed by intricate and complex systems to govern outcomes–the difficulty of a task is not the standard by which we should determine whether to pick up the dice. Novels and short stories often compress into tiny fractions of the narrative those tasks which, while difficult, are necessary to the story but not terribly interesting to focus on. Perhaps the epitome of this approach is the oft-maligned (and oftener-used) “montage” of film fame. The training or preparation depicted in the montage is crucial to understanding where the narrative goes next (or explaining why it goes where it goes), but it’s not where we want to spend our time. Rocky immediately comes to mind, right? All that training that the eponymous character does provides context and justification for everything that comes after, but if the film had two hours of watching Stallone work out as “character development,” many of us would never make it to the story’s climax.

Dice rolling should be treated similarly, and the best example I can give in practice is the Gumshoe system and its treatment of investigation. In an investigation adventure arc, the discovery of the clues to move the plot forward is essential and integral to the success of the story (unless the investigation is a side-story which will turn up again whether or not the characters are successful). Therefore, the characters must succeed at discovering the crucial facts, though it’s just fine if they don’t discover all of the available clues.

If you predicate the discovery of clues on successful dice rolls placing difficulty as the first concern, you get a realistic approach to be sure–but plenty of mysteries are never solved, and that’s just not interesting in a roleplaying game when the mystery serves as the main plot! So, as Gumshoe suggests, don’t roll the dice–just give the players the core clues in ways that match the particular characters’ skills and backgrounds. Sure, you can let them roll (or, as in Gumshoe, let them spend character resources) to gather additional helpful but non-essential clues, but we don’t want to hide the narrative ball (as it were) or put our foot on it to stop it altogether.

This goes well beyond investigation, though, and applies to all types of actions and scenes. Do the characters need to scale that castle wall–no matter how difficult–for the next central plot point to occur? Then success cannot be predicated on a roll of the dice, and the GM shouldn’t put himself in the situation where s/he must fudge the roll or the story hits an impasse.

There are plenty of narrative ways to keep these challenges interesting to the players (and GM), and we can return to the montage for one example. In our scaling the castle wall, maybe the characters need some manner of assistance to do it, so it’s not about a roll of the dice but the proper preparation. This may be as simple as having the players come up with a feasible strategy and concomitant preparation and having that influence the description of the ascent. The obstacle could simply require the expenditure of some character resource (to represent the difficulty) without being predicated on a dice roll. Or, you could make them do the legwork of the preparation as dedicated scenes in the adventure (if interesting), and have these subtasks involve dice-rolling, so long as the last feasible strategy available to the characters automatically succeeds (otherwise you’ve just move the same problem to a different location in the narrative).

Whether in the GM’s section of an RPG book, or in the growing number of books about the craft of GMing, it’s an axiom that a good GM will give each character (and therefore player) a chance to “shine” and take center-stage in the narrative for a bit of awesomeness. If there’s a challenging task in the characters’ way that must be successfully resolved, consider dictating that one of your player characters is able to accomplish it readily because of particular skills, backgrounds, or other character traits that make the character especially suited to success.

You could also use the “failure at a cost” principle on rolls that must succeed to drive the story forward. Rolling the dice isn’t about the success of the roll, but about the severity of the cost of that success. See the Powered by the Apocalypse games for an example of this principle writ mechanically. Like Gumshoe, though, the principle can be applied to any roleplaying game whether or not codified in the mechanics.

My key concern in this rant (which is already longer than I’d originally intended) is to decide when to roll the dice based on when doing so pushes the players toward the edge of their seats, not the objective/realistic difficulty of a task at hand. Choosing when to roll the dice is like zooming in the camera–you’re telling the players, “here’s where the story gets interesting.” Always make good on that promise!

There’s a corollary to that–always have a back-up plan when you roll the dice. If you’ve asked your players to roll, there ought to be an interesting result no matter how the dice fall. If there’s not, consider avoiding the roll altogether and simply dictating the interesting result.

At this point, if you’re working out in your head some criticism about player agency, let me address you specifically (I’m tempted to put a random name here in hopes of blowing the mind of some fortuitous reader, but I’ll not). Player agency is not an absolute in a roleplaying game (just as it’s not in real life); it ebbs and flows and is often a “negotiation” between player and GM. Sometimes the characters have more ability (and therefore agency) to freely respond to a situation than others. And the dice are not the only mechanism of player agency–far from it. On top of those points, most players intuitively understand the idea that their character’s agency changes from scene to scene and will accept that without complaint. Problems arise when (the lack of) player agency gets pushed beyond the breaking point and players feel “railroaded” or as (unwilling) participants in a story told solely by the GM. There is a great distance between dictating the occasional outcome without resort to the dice and reaching this point. If you’re basing dice rolls on drama anyway, you’re going to blow past the dictated results to focus on the times when the players have the greatest amount of agency in the story (and thus drama is at its peak). That’s the whole point.

I’m going back to my reread of the Beginner’s Box to hopefully get my pre-review up this morning as well. Rant over.

(Roleplaying) Gaming as an Adult

With kids in the house again, I’m reminded of how precious little time I often have for some of my favorite pursuits–reading, writing and games of all types. The change in lifestyle has brought about for me a new opportunity (or perhaps mandate is a better word) to consider my priorities (for both life and leisure) and develop some strategies to meet those priorities.

My Xbox One X developed an issue about six weeks ago–the HDMI out port has blown, meaning I can run the system if I stream it through my computer (which is a poor substitute) or otherwise not at all. It’s currently sitting in parts on my study table, waiting for me to receive the new HDMI port, finish desoldering the old port, and hopefully complete the repair without having damaged anything else on the motherboard. I’ve learned a lot about soldering in this effort, which is cool (I like learning and improving skills, not matter how tangential to everyday life), but I’m not yet sure of the cost. Given my past history with DIY electronics repairs, I may well have completely botched the whole thing.

Regardless, the break from my Xbox (between its state of disrepair and the kiddos taking up most of my time) has been an unexpected but welcome change. Even if I fix the Xbox (and I hope I do!), I’m looking forward to devoting more of my free time to analog gaming for a while–roleplaying games and (one of my first loves) miniatures games.

Writing is still the priority, and though the children have drastically slowed the rate of progress on my pending novel, I am still finding small bits of time where (for lack of distractions and sufficient energy and focus) I’m able to push things along ever so incrementally. My goal is still to have the first draft of the novel finished by the end of the year; the goal remains a seemingly reasonable one.

That brings me to my leisure activities. While I love writing and feel compelled to do it, it’s not always a leisurely thing. Sometimes I hit that magic “flow” state and the rhythm of it becomes intoxicating, sometimes I write that magically-worded sentence that causes me to glow with pride, sometimes I discover something new about my narrative that gives me an indescribable joy of creating something with a hint of life in it. Most of the time though, writing is work, and hard work at that. In some ways, then, it’s like running for me. While I sometimes enjoy running, I usually don’t. I do enjoy having run. I like writing a lot more, but it is often a difficult thing.

So, my writing remains a priority along with work, family and other obligations. But I need to look elsewhere for those times to recharge my creative batteries and replenish my energy while bleeding off some stress.

But, as all adults, and especially those with young children, time for other things is rare indeed. Gone are the days when I could call up a few friends on short notice for an all-weekend or all-night roleplaying session. Gone are the days when I got home from school at 3:00, finished homework in an hour, and had all the rest of the day to play videogames and paint miniatures.

Multiply that problem by however many other adults you have in your gaming group, and getting everyone together for a game at one time seems Herculean.

There’s no panacea to this ailment of course; it’s just a fact of life. But I have thought of some things (none of which are shocking or new, but I’ll tell you how I’m using them) to make my leisure goals a little more attainable. These ideas are specifically focused on “pen and paper” roleplaying games.

(1) Online Gaming

I don’t mean for video games, as I’m focusing on “analog” games here. About a year ago, I ran an online game for some Methodist pastor friends of mine (which arose out of the Israel trip, believe it or not). It lasted for a few months and played relatively smoothly. There are a lot of virtual tabletop programs out there, and we used (for a time) Roll20. It’s an excellent program, with many great features, but I’m of a mind just to use Skype or a different video-conference platform to run games.

A few reasons for this: First, as I’ll state below, I think running games of a more narrative style makes a lot more sense for the time-strapped gamer. Second, it became an extra time-burden for me to try to learn the systems that make Roll20 run smoothly in addition to all the other gaming-planning I had to do for the game. The KISS principle seems to work for my adult-oriented gaming schedule. No, that phrase isn’t the right one. You know what I mean.

I’m looking simply to recreate the feel of sitting at the table together as simply and authentically as possible. I think a lot of “set pieces” and battlemaps and miniatures focus a roleplaying game on the wrong things (as I prefer to play, not objectively–there’s no “one true way” to play an RPG, and that’s one of the wonderful things about them), so I don’t really need most of the features that Roll20 has to offer. If I can email or fileshare handouts easily enough, and if I really need to visually display something I can manipulate in realtime, I can set up an extra device to put a camera specifically on that.\

The online venue doesn’t fully substitute for all sitting down at the same table, but it does make things much easier in terms of scheduling everyone or being able to game with friends across large geographic distances.

(2) Pick a Ruleset

We all know that there’s a learning curve with any new roleplaying game, and even a “relearning” curve when returning to games that you haven’t played in a while. The fewer rulesets you can manage in your gaming group, the more you cut down on this learning curve and keep it easy to jump into a game with little preparation.

There are some rulesets that lend themselves to (relatively easy) adaptation across settings and genres–those of you who read regularly (or as regularly as I write!) know that I’m a big proponent of Fate and Cortex Plus/Prime.

But the Fifth Edition D&D rules are being constantly tweaked to be used in different genres and settings, so if that’s your bag (or GURPS or anything else for that matter), no reason not to use one of those.

The point is to find efficiency in consistency. The fewer rulesets to jump between, the faster character generation is and the faster gameplay goes.  That said, specific rulesets built for certain games are often better at evoking the mood for that setting (The One Ring comes to mind), so there’s a balancing act to consider here.

(3) Run Narrative-Focused Games

Quite simply, narrative-focused games run more intuitively (in my opinion) and keep the action focused on the story over the mechanics. I have a strong personal bias in this direction, admittedly, and if I want to focus on detailed tactical combat, I’ll play a video game or a miniatures game.

Games like Fate, Cortex Plus/Prime, the Powered by the Apocalypse games and the Forged in the Dark games have enough “crunch” to structure gameplay and create consequences for failure and success based on more than mere GM fiat, and I think they’re easier to run spontaneously (certainly at least the Apocalypse games were designed with that in mind).

What I don’t want to do is spend lots of time balancing “encounters,” looking up charts and carefully choosing enemies from lists with large stat blocks. That can be a fun exercise, but it’s not were I want to spend my personal gaming budget.

(4) Personal Setting Books, OneNote and “Emergent Gameplay”

This one is part well-trod ground and part personal eccentricity. For me, though I don’t think this is a necessary consequence, this goes hand-in-hand with running more narratively-focused games.

I’m not by most definitions an “old school” gamer. I cut my teeth on West End Star Wars, Shadowrun Second Edition and Vampire: The Masquerade (and its sister games). But I’ve always like the idea of the sandbox game and the hexcrawl.

My tack here is to adapt the mechanically-focused idea of the “old school” hexcrawl to a narrative focus. By that, I mean the creation of a narrative sandbox rather than a “physical” one. Instead of filling in hexes on a map and developing random generators for what players might find in that hex, I’m working on building the practical setting to run a game in–collections of NPCs and their relationships, important location descriptions, events and conflicts underway.

Right now I’m working on building a setting for Houston in the Shadowrun universe. I can do this a little bit at a time–do a quick write-up for an NPC who could be a contact here, fill out organizational charts of the important criminal organizations and local megacorp executives, etc. Since I can do one thing at a time, or even jot some notes down to return to and flesh out later, I can fit this kind of work easily into small opportunities to write. The more I develop, the more links between characters, events and locations that naturally develop, bringing the world alive.

This allows for emergent gameplay. You can drop the characters into the setting and you have all of the elements you need to organically respond to the actions they take and the direction they lead the narrative.

This makes the work persistent, as I can do this for each of the settings I know I’m likely to want to run in the future. I can start a Shadowrun game with what I’ve got in my “setting database,” add to it both as a result of play and in my free moments away from the table, and whether that game fizzles and dies, I’ve got the background material ready to go to run a fresh game immediately or later without going back to square one with a campaign idea. Efficiency is key here.

A setting can sit for a very long time and, when the urge to run that setting returns, it’s ready for you at a moment’s notice. You can even have your gaming group build characters in advance for various settings and you can play “pick up” games with very little prep-time. This takes a lot of the GM stress out of gaming and helps me be excited to run games and to enjoy them to the fullest when I do.

As an added bonus, this kind of writing seems lower risk to me than writing for Avar Narn, so when I’m feeling “stuck” in my “more serious” writing or just needing to get my creative juices flowing, I’ve got ready prompts to turn to where the work I do will be useful elsewhere.

You can also use these setting portfolios like gaming scrapbooks–see a character idea or an interesting location that would work for one of your settings (whether in an official book for the game or as a riff off of something you experience in the quotidian)–and you can create an entry for it, import text or inspirational pictures, etc.

This system can easily translate to a setting bible for your own fictional universes as well.

I prefer OneNote for this kind of work. It’s inexpensive, it’s relatively intuitive, and it has a lot of hypertextuality which allows me to link my work easily and access it effectively at the gaming table. I can save my OneNote notebooks to the cloud and have them both securely backed-up and easily accessible over multiple devices.

Conclusion

So there you have it, a few of my thoughts on managing to keep playing RPGs as a busy adult.

As I mentioned, I’m also trying to get back into miniatures games (and Frostgrave in particular; I’ll have to post on this separately). Strategies for this are more difficult–I try to do some modeling of both terrain and miniatures when the kiddos are sleeping and I’m not yet to the point of being ready to play games!

Cortex Prime Shadowrun, Part VII: Initiation, Metamagic, Magical Traditions, Mentor Spirits

While I’m on a roll, so to speak, another piece of the Shadowrun “puzzle” for my Cortex Prime hack. This time: initiation and metamagic, magical traditions and mentor spirits.

A General Note
In many ways, this rules hack makes the Cortex system more complex than it is intended to be, but I believe that this is required to capture as much of the nuance of the Shadowrun setting as possible. Additionally, it may be that I am pushing core Cortex ideas (SFX and Assets in particular) to or past their limits–this will be evaluated (and rules ultimately rejected or revised) when I get to playtest the completed material. In the meantime, most of the complication is in character design rather than in gameplay, and it’s my expectation and intent that this ruleset remain magnitudes less complex than the actual Shadowrun rules.

When all of the posts in this series are completed (meaning that I’ve completed the ruleset as a whole), I’ll post a PDF containing all of the rules to the blog so that readers can use, playtest and comment on the hack to help me improve it.

Initiation
Initiation is the process of being awakened to the higher mysteries of magic–to the extent that they do not remain forever mysterious. It is a strange hybrid of study and the revelation of truths which may only be experienced, never told. With initiation into the greater magical cosmos comes increased power in everyday spell-slinging.

The simple way to handle Initiation is to use it as a Signature Asset as described below:

Signature Asset: Initiation: By paying an Edge Point (see the Limit below), the character may add the Initiation die to a dice pool to resolve a magical task, even if a different Signature Asset is already in the pool (this is what differentiates Initiation from other Signature Assets and balances against the Ordeal requirement below).

Limit: Edge Point: Adding the Initiation die to a roll requires the expenditure of an Edge Point.

Limit: SFX: Initiation may only be used in ways permitted by metamagical SFX purchased by the character.

Limit: Ordeal: The initiate must complete an Ordeal (see below) for each step of the Intiation die to acquire that step. (One Ordeal per new step, not one Ordeal per step of new die).

Depending upon the type of game you’re running, you may or may not want to allow the purchase of the Initiation Signature Asset at Character Creation.

Metamagic
Metamagic represents the “superpowers” of magical ability. It is best represented as SFX for the Initiation Asset. I recommend allowing one SFX to be chosen for each die step of the Initiation die and allowing additional SFX to be purchased as normal. Here are the metamagical examples I’ve come up with:

Centering: Add your Initiation Die to a dice pool for a magical task that includes the Drain limit and step up the Effect Die assigned to Drain by one step.

Fixation: Add your Initiation Die to the dice pool to create an alchemical asset. The asset lasts for the entire session rather than the next scene.

Masking: Add your Initiation Die to the dice pool opposing an assensing test on you. You may force the opponent to reroll a single die in his pool.

Quickening: When you cast a spell to create an asset, you may pay an Edge Point for that asset to remain for the remainder of the Session without having to dedicate any resources to maintaining the asset.

Anchoring: You may cast a spell and anchor it to an astral construct overlaying a place or object. Make note of the dice pool’s result and the effect die, and define a triggering event for the spell. The spell remains dormant until triggered or until the end of the session.

Apotropaic Magic: When you assign your Magic die to defend a character from Magic, you may also add your Initiation Die. If the defense test result exceeds the caster’s test result by at least five points, the caster suffers the effect of the spell at the Effect Die chosen from his dice pool.

Geomancy: You may manipulate background mana and nearby mana lines to create Assets or Complications (adding your Initiation Die to the test) that apply to all magic tasks made during that scene and which can only be dispelled by another initiate with the Geomancy metamagic.

Necromancy: You may use ritual magic (adding your Initiation Die to the dice pool) to gain information from dead bodies, blood, and the residual mana in dead things.

Psychometry: You may assense objects (adding your Initiation Die to the dice pool) to gain information about the history of the object and/or its past owners.

Divination: You may use ritual magic (adding your Initiation Die to the dice pool) to gain glimpses of the future. You may ask the GM to answer one question for each step of the Effect Die from a successful task. Answers should be reasonably vague and subject to interpretation.

Channeling: Add your Initiation Die to the pool and gain a reroll on one die for rolls to invoke spirits (see Shadowrun rules; this requires an invoking magical tradition).

Exorcism: Add you Initiation Die to the pool and gain a reroll on one die for roles to banish spirits.

Cleansing: Add your Initiation Die to tasks to cleanse the astral pollution of a place, and step up your Effect Die by one step.

Sensing: Add your Initiation Die to astral perception tasks and step up your Effect Die by one step.

Notes on Metamagic
Those familiar with the Shadowrun setting will note that I haven’t included all of the metamagics described in the Shadowrun books. This is either because I feel that a particular metamagic doesn’t work well under Cortex rules or that one metamagic SFX described above covers multiple metamagics in the core Shadowrun rules (for example, Masking covers both Flexible Signature and Masking).

Ordeals
A character must complete an ordeal each time he or she raises her Initiation Die. Ordeals may be selected from the following, which I have placed into groups based on their general type.

Task Ordeals
Task Ordeals require the magician to complete a…task. The task may be roleplayed through, but it may be negotiated and described by the Gamemaster and the Player without playing through all aspects of the task. Regardless of which method is selected, the GM and Player should agree to change one of the Character’s Aspects based on how the experience affected the Character. Task Ordeals include metamagical quests, asceticism (which includes living as a Hermit as the ordeal) and the accomplishment of special deeds.

Limit Ordeals
As the name implies, these Ordeals involve taking on an additional Limit to the Initiation Asset. This includes both geas and oath Ordeals. Define the geas or oath and create a Shutdown Limit for the Initiation Die that occurs when the geas or oath is violated and that persists until the character can complete a recovery action involving atonement for the infraction.

Creation Ordeals
A creation Ordeal involves the completion of scholarly or artistic work. There must be a handmade original (or originals), each of which constitutes a material link to the creator (treat as an Asset for a possessor to take magical action against the creator or a permission for remote magic). This also creates a Limit on the Initiation Die: if the originals are all destroyed, step down the Initiation Die until new originals may be created.

Sacrifice Ordeals
Sacrifice Ordeals involve intentional maiming in pursuit of magical power. The character must take on a new d4 (or step up) Complication representing lasting physical injury that cannot be healed.

Familiar Ordeals
TBD.

Magical Traditions
A magic-using character will be required to take an Aspect declaring the type of magic-user that the character is and the tradition that the character follows (hermeticism, shamanism, Christian theurgy, Buddhist magic, chaos magic, Kabbalism, etc.). Quite simply, this definition should be used to determine what kind of spirits the character can summon (by reference to the Shadowrun material, and assuming that the character’s magic-using type may summon spirits), but it can also be used to add some mechanical nuance. For each tradition, choose two Approaches. For one, step up the Aspect die when the character uses that Approach. For the other, step down the Aspect die when the character uses the Approach.For instance, a hermetic character might apply their Aspect as an Advantage to rolls using the Deliberate Approach, but as a Consequence to rolls using the Dynamic Approach, whereas shamans might do the opposite. You can use the Shadowrun material to come up with patterns of use for the other traditions.

Mentor Spirits
Mentor spirits should be considered Signature Assets with the following nuances:
Core SFX: Spend an Edge Point to add the Mentor Spirit die to a magical task.
Defined SFX: Create an SFX for the Asset based on the bonuses provided by the spirit under the normal Shadowrun rules. See the Cortex “Core SFX” for this.
Behavior SFX: Gain an Edge Point by behaving in a (reckless or non-beneficial) way in line with the personality of the Mentor Spirit.
Core Limit: Shutdown the Mentor Spirit Asset to gain an Edge Point. The character must spend time communing with the Mentor Spirit to reactivate the Asset.