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Apr 29, 2013 at 14:29 vote accept CommunityBot moved from User.Id=4000 by developer User.Id=1645
Apr 27, 2013 at 6:33 comment added B. Szonye Yep, carrots good. :)
Apr 27, 2013 at 6:30 comment added Kyle Willey I was thinking that the players would be doing the negotiation, but I guess it could go both ways. My Shadowrunners are the same way (and I am too, though I tend to play Chaotic Flexible characters, so anyone's fair game for a backstabbing for most of my characters). That said, the important part of getting an NPC through a session alive is a carrot at the end of a stick. Or, alternatively, complete apathy for the NPC's survival, which doesn't keep him alive but leads to some interesting twists in the campaign. I keep a strict "mortal NPC" rule at my table.
Apr 27, 2013 at 6:05 comment added B. Szonye My players have a bad habit of trying to kill anybody who cheats or otherwise screws them over. And they tend to lump renegotiation in the “cheating” category. It makes Shadowrun interesting, to say the least. ;)
Apr 27, 2013 at 6:02 comment added Kyle Willey True, but the entire point is to remain dynamic-the more you stay on your feet the less you'll repeat yourself. If you're giving every NPC something interesting, they should only have "negative" traits some of the time. And not all negatives are necessarily bad-untrustworthy characters may wind up giving the players more via some heated renegotiation of contracts mid-journey. "You're bringing what to the King's castle again?"
Apr 27, 2013 at 5:59 comment added B. Szonye Be careful, though: If you frequently make the client annoying or untrustworthy, the players will come to expect it! Be sure to make the client cooler or more useful than expected, without overshadowing the PCs, at least some of the time. The players will also trust NPCs and value their input more if you let one of the players run the character.
Apr 27, 2013 at 2:43 history answered Kyle Willey CC BY-SA 3.0