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Character creation and critique / Re: 6E Missions Pre-Gens
« Last post by Hobbes on <10-26-21/1922:37> »
Thank you for the correction, I'll get that updated.

The layout moves around to make stuff fit as best as possible, yes.

Aren't contacts always (Connection, Loyalty)?  I'll note it specifically going forward though.

I've done the whole tips and tricks things on pre-gens before.  IME new players still need hand holding and experienced players figure it out on the fly.  Plus several of the characters wouldn't have room, or would have to tighten up the spacing/decrease fonts/squish-squish the sheet to make room.  And it's more work that I don't want to do  : )
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General Discussion / Re: Player generated plot
« Last post by Tecumseh on <10-26-21/1355:50> »
A bit late to the party here but I thought I would chime in.

In short, I agree with most of what MercilessMing says.

Perhaps the bigger, broader answer is to have a conversation with your players about what sort of game they wish to have. As a GM, I love sandbox campaigns where the world is alive and dynamic and the players come to me with ideas and we figure out how they play out and what the consequences are. Other players just want to sit back, turn their brains off, and react to whatever the GM throws at them.

So, step one: figure out what's fun for your players. My advice is to run with that, because that's where they will have the most energy and enthusiasm, which best keeps them engaged with the game, which gives the game vitality and a chance to really tell some stories.

Over the years I've seen every flavor of campaign, where the PCs are Lone Star detectives, to Doc Wagon medics, to corporate assets and problem solvers, to criminal syndicate members, to bounty hunters, to soldier-mercenaries, to hooding punks, to Infected on the run, to amnesia campaigns where the players don't know who they are. Now that we're sitting on top of 30+ years of lore, the Sixth World setting is more than broad enough to accommodate all those stories and many more. My favorite campaigns that I've ever run have been ganger campaigns, which are closer to what MercilessMing describes as "business tycoon simulator" games than a more traditional game about shadowruns, but they were wildly fun and gave the players opportunities to hatch plots, conduct diplomacy, form scatterbrain plan, to generate revenue, etc.

Circling back to the original question(s), my answers are similar to MercilessMing's:

1. This is awesome, a perfect foundation for a session, and I would run with it.
2. Yes BUT... consequences. Again, very similar to what MercilessMing outlined. Congrats, you made a bunch of money! But, oh, it's all on paper and now the feds would like to have a word...
3. Yeah, just what Ming said. Or, you know, let it work! But having it work paints a HUGE target on the players. The original owners of Project K are displeased and have something to say about it. Now the players have to burn through the nuyen they earned just to stay alive and one step ahead of a seriously pissed-off corp.

As an aside, my general experience is that a significant amount of nuyen does not break the game. If anything, it can often inject new life into it, making things less predictable. If you've been running for a while, it can break you out of routine and give the game fresh legs. Plus, if you have gear-intensive PCs like riggers or deckers or samurai, it can help them close the gap with the adepts and mages who can improve by leaps and bounds simply through karma alone. I've dropped six-figure paydays on my players before and found that it didn't really affect things nearly as much as I thought that it would. I once received a seven-figure payday and in my opinion it really took the game to new heights. I applaud the GM for being brave enough to do it.

As Ming says, don't give them the money for free, but if they earn it - either through intrepid entrepreneurship or through horrible horrible consequences - then I say go for it!
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Character creation and critique / Re: 6E Missions Pre-Gens
« Last post by Tecumseh on <10-26-21/1325:04> »
Thanks for posting these. It will take a while to sort through them but I look forward to it.

Minor correction: Miss Myth has "Fasion" instead of Fashion.

I note that the printer formatting changes a bit between sheets. Miss Myth has Contacts on the left, for example, while Tiny the Troll Mage has Contacts on the right. Perhaps this is intentional to have the most efficient format for each character type.

Speaking of Contacts, it might help to be explicit about which value is Connection and which is Loyalty.

Obviously this would be more work, but I always appreciated how Umaro's 4E characters included tactics, hooks, and suggested investments for karma and nuyen. And dry wit.
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Rules and such / Re: [SR6E] Drones and vision enhancements
« Last post by Hobbes on <10-25-21/1856:47> »
Hardpoints p. 123 of Double Clutch "For shadowrunners, a hardpoint usually means a place for a weapon to be attached, but for civilian vehicles it's most likely a place for a trailer hitch or other tool like a winch or a hoist."  Or a Sensor Array Housing even.  I'd say a Small Hardpoint could easily hold one if you wanted to add such a thing.  See Core Rule book p. 277 for building Sensors. 

If you just want to add Ultrasound (for example), a Single Sensor is 100xRating, if your drone is Body 3 or more you've got a Standard Hardpoint just sitting there, that can be two Small Hardpoints.  Rating 3 Ultrasound Sensor, 300 Nuyen and a Glue Sprayer, all set.
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General Discussion / Re: Double Clutch Discussion
« Last post by Beta on <10-25-21/1427:03> »

I just want this to happen in my game sometime! ;D

If someone burned edge to dodge a missile then for sure you want to describe it in as epic a way as possible.  They are out a lot of karma, they can at least get a good story in return :)

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Rules and such / Re: [SR6E] Drones and vision enhancements
« Last post by Banshee on <10-25-21/1339:34> »
Personally I see all vehicles (drones are vehicles) that have a Sensor attribute of at least 1 having all sensor types and make no distinction between any specific slot or type as ultimately it really doesn't matter. The attribute measures the quality of the sensors and not the type.
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My opinion is that visual and audio sensors are standard equipment on any vehicle or drone.  The former is absolutely necessary for remote operation, and the latter for issuing verbal commands to an autopilot.
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Rules and such / Re: [SR6E] Drones and vision enhancements
« Last post by Aria on <10-25-21/1150:11> »
I’ve always assumed that the camera is the same as a stand alone one and therefore incorporates a basic mic for video. Not surveillance quality perhaps but good enough for situational awareness!
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Rules and such / Re: [SR6E] Drones and vision enhancements
« Last post by Moloch1066 on <10-25-21/0923:09> »
Pretty sure the Missions FAQ has notional sensors per rating. I would think you would be able to swap out one function for your new ultrasound sensor! Arrays are capped by drone size too…

Yeah, that's definitely the easiest/least expensive. But with only 2 functions it's really hard to give up cameras or microphones...

I guess microphones aren't critical on a combat drone as long as I have it on my surveillance drones..
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Rules and such / Re: [SR6E] Drones and vision enhancements
« Last post by Aria on <10-25-21/0550:11> »
Pretty sure the Missions FAQ has notional sensors per rating. I would think you would be able to swap out one function for your new ultrasound sensor! Arrays are capped by drone size too…
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