My group has started our first SR6 campaign. I and another player will take turns GMing runs in a overarching campaign. We have decided to run RAW as far as possible for this campaign (using SR5 to rules patch where there are holes) and minimise house rules, GM banhammers etc until we are more familiar with the new system.
I and the other GM feel that Neg Qualities should come up proportionately to their karma value; a 10 Karma RP quality should come up as a major difficulty or inconvenience once or twice in a short campaign.
Two (of six) of the players have taken Honorbound (Pirates' Code). This reads as follows:
Pirate Code
Based on some of the ideals and concepts from eighteenth- century pirates, this changes from person to person, but these are some of the most common elements: Everyone on a team has an equal voice and receives an equal share; no stealing or dishonesty between team members; no abandoning the ship (i.e., stick with the team until the bitter end); and always be prepared.
The problem is I don't know how to test "Pirate Code" PCs' convictions, because this is how the characters act anyway. My PCs will make plans together, divide gear fairly, not steal from each other, and not leave everyone to die as a matter of course - both because our metagame says we cooperate, and because no one has rolled a character who's a selfish scumbag.
Has anyone challenged a Piratey PC's honour code in any meaningful way, and without horribly forcing a railroad of "you are separated from your party and they are in danger"?