(defender wins dammit)
Actually, this is an
extremely important difference between SR5 and Anarchy. Thank you for the teachable moment.
Per p. 37: "If your hits
equal or exceed the hits scored by the opposing dice, then your action was successful." (emphasis added)
Ties now go to the
attacker, not the defender. I presume this is to encourage action and to propel the game forward, rather than into tie-induced stand-offs, but there are no more "glancing blows" either physically, socially, or otherwise.
As such, the con works: Swoopy starts it off and Dan-Dan chimes in with some details about the new base that these fine folks have surely noticed is being built in the middle of their cornfields. Ma and Pa stand down and become quite personable, going to far as to offer blessings, milk, and cookies.
Another important OOC aside: rednblack's post mentions Shiriki being deferential to the Captain. The "rank" structure, such as it is, wasn't intended to put Jayde Moon in the driver's seat for every decision. In the spirit of Anarchy, I very much want every player to feel enabled to move things forward without incurring the wrath of their CO. I asked for someone to be the CO because my past GMing experience has found that having someone "in charge" helps to break ties when players can't come to an OOC consensus. I'm certainly not a member of any special forces unit and I don't know how hierarchical they are, but for our purposes I'd like to assume that, as Wildcats, you are all recognized as professionals who are capable of taking the lead in any given situation so that Jayde doesn't have to continually chime in with a "yay" or "nay" on every proposed course of action.
Let me know if that makes sense. I'm trying to take the best components of shadowrunner egalitarianism but also have the military's "because I said so" clause to move things forward if we need it.