Amateur or Pro?
Are you an Amateur or a Pro?
Many games of Shadowrun consist of activities and behaviors
that would make most Pros vomit on the ground if they
had to stand by and watch what's going on. Now you may
tell yourself, well my character's a pro. He's survived
a lot of jobs and has really high skills and a lot of
money, plus he's killed a lot of people. Well, a high
body count means you're a combat junkie; money often depends
of how benevolent you gm is, and well, most GM's including
myself don't like killing off PC's. There is a substantial
difference between some street thugs and a real pro. A
street thug prides himself on the level of violence he
can produce. A pro however avoids violence at a length
and uses it sparingly. But fear not, I'll tell you on
how to begin this marvelous transformation from a slaughtering
machine to a pro that all the Johnson's want. And it doesn't
involve body counts or the number of times you've managed
to survive by GM kindness. It relies on brains and thinking
ahead. The attributes that separate a pro from a rookie
are not only defined by the characters skills, but by
his/her attitude and how they conduct themselves on a
job. A rookie will sit there and heap a load of problems
on his/her boss and basically run around and make as much
trouble as the job was supposed to prevent, because they
didn't take it to an all new level. Many on the current
SR fiction books illustrate just such a fiasco. There
are however certain books which do offer a view of how
pro's might handle themselves. The best on I can currently
think of is "Fade to Black" by Nyx Smith. This
portrays the story of one Samurai who honestly deserves
the title of Street Samurai. He dies to maintain the honor
of the man he was. It may have cost him his life, but
there are worse things than death. It doesn't take any
role-playing ability to play a combat junkie - pro's follow
a code and a set of rules that separate them from the
gutter trash. There is a method to their madness, a set
of procedures that they follow to make sure things go
right and minimize the chances of things going wrong.
The rules are too many to list out, but reading a few
books should help you get a idea. I recommend Fade to
Black by Nyx Smith, Mona Lisa Overdrive by William Gibson
and Preying for Keeps by Mel Oden. These books with give
examples on how a group of pro's handle themselves on
a job vs. a bunch of combat junkies. Junkies relish the
gunfight too much and they think it's the ultimate gaming
experience.
The truth of the matter is that any idiot can pull a
trigger and it doesn't take any brains and just a modicum
of skill to kill somebody. Now let's not debate firearms
experience and those who make the impossible shot. That
a issue best left to the police riflemen, the military
sharpshooters and civilian gun enthusiasts. The gun fights
in SR are similar to gang bangers who drive by a crowd
of people and slaughter 20 innocents to get one target
or they are simply group A shoots at group B and they
exchange fire for a while. Way back when SR first hit
the shelves it was based around the concept of get into
the installation quietly and get out with no one the wiser.
This concept was almost immediately lost by the hordes
on munchies who said "WOW! Look at this, it has lots
of cool guns, and magic, and cyber.....etc." You
get the idea. The powers that know I had to sit through
and endure a bunch of slaughter sessions where the gm
decided to pick on a bunch of kids or Gm's who were too
afraid of wanting to keep their friends, so they didn't
rock the boat when a group of morons needed to be reminded
of their abilities and what game they were playing. I'll
give an example: A little while ago I was involved in
a campaign in which the GM decided to make Cincinnati
the capital of the UCAS (Yeah, right) Now, throughout
corporate and yakuza intrigue it came to our attention
that a corp was holding Dunkelzhan prisoner (Another Yeah,
right) But we'll step beyond this little idea. Now one
of the players who wants to be the rigger/sammie/techie/negoiator
of the group, unfortunately god didn't give him the IQ
of a flea. Now, he decided to rescue the dragon. For the
people who remember me mentioning my PC Rico, you can
skip the next bit. To keep it short, Rico's an amoral
drug dealer who'd sell his own mother if he knew who she
was. While Jim, (Not his real name) kept on badgering
us to rescue the dragon. The combat junkie was all for
it. But as Rico, who had two of the other players as his
employees, said, Rico:
" Why should I risk my neck for this piece of drek
lizard?"
Jim: "Well because it's a dragon and is such an awesome
creature who should be respected."
In my best deadpan voice I said,
"So it's a fragging lizard, so what!"
"Well it's Dunkelzhan!"
Let me be blunt.
So what! Unless it affects my trafficking, I don't care.
But it's Dunkelzahn!
So we don't know that and the rest of us don't care..
But a creature like this should be revered
The only thing I revere is my pocketbook..
But it's Dunkelzahn!
Never mind,
Geez!
Needless to say, my click went our own way after that
because we were left behind for two sessions that we didn't
have time to make. This illustrated my point entirely.
Combat Junkies relish combat for the sake of combat. With
the plethora of net publications and game magazines which
just pump out bigger and better guns. More bang for your
buck and a bigger clip too. These publications make it
easier for the Junkie to survive when he should be slaughtered
by the impossible odds These idiots also make it nearly
impossible to enjoy a game with anything less than a combat
monster. Anything remotely removed from that either dies,
quits or transmogrifies into a combat monster forever
playing catch up. Now for those reformed munchies and
powergamers who want to try something else here's a list
of thing to begin the transformation from amateur to pro.
1.The motto that violence is a last resort. Guns are
cool, but it takes brains to stay alive in a real SR campaign.
2.Violence is the last refuge of the incompetent.
3.Professional Gear for the Professional Man.
1.One black set of BDU's
2.One urban camouflage set of BDU's
3.Two balacalvas (That's a swat mask for the rest of
you.) Just in case one gets destroyed.
4.Goggles
5.Two sets of kevlar police gloves. To guard against
prints and wounds on the hands.
6.One narcoject pistol.
7.One sidearm. Caseless
8.Weapons of choice. Caseless ( Leftover brass is evidence
remember that! )
9.A pair of boot knifes.
10.One Swiss army knife, or a pocket tool, whichever.
11.Melee weapons, if you desire.
4.A plan and two back up plans.
5.A non-munchie group and GM.
After the gear is purchased it's time for a list of how
to act:
1.Your Johnson doesn't give a damn about you. So don't
tick him off, or you might find your gluteus maximus twisting
in the wind.
2.Remember that your objective is prepared for idiots
so don't act like one.
3.Loose ends have a way of creeping up on you; don't
let them hang, and executions aren't the only answer.
4.Professionalism equals survival. Act like a pro and
your boss may respect you. Don't and he may have you killed
if he thinks you can't keep you mouth shut.
5.Organized Crime contacts own you. Remember that when
you try to give attitude to your Mafia contact. Cement
shoes are awful heavy.
6.Security workers are only doing their jobs, killing
them is pointless. More than likely all he wants to do
is go home at the end of the night.
7.Never kill a cop. Cops are vindictive, they never forget,
and are more than willing to arrest you 50 years down
the line. In Alabama you won't even make it to trial.
8.Never kill a reporter. Reporters flock to the death
of another reported and will cause you so much trouble
that disappearing becomes your only option.
9.If a team member is a idiot never work with him again.
10.If he stills pops back into your life this maybe an
exception to the motto about violence. After all this,
if you can pull off an entirely bloodless job, you're
on your way to becoming a pro.
Nightlife - 2nd January 2001
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