Monday, December 16, 2013

Shadowrun Rat's Nest: Blame It On the Clams

A couple of sessions ago, our characters - small-time crooks, thiefs and would-be runners in the loosest sense of the word - broke into an asylum run by the Catholic church to free one girl. They had already found out that the asylum was a front for some sort of operation that left a number of girls dead each week. They did not expect to find Seattle's mayor and other dignitaries using it as their own private brothel. But they decided to use this opportunity for a spot of blackmail, to force the mayor to close the asylum and get the girls into a place where they would get real help.

If you are feeling a bit doubtful about the value of that agreement: congratulations. So were most of us, but we felt at least that we had a chance to do some good and to get out of this without too many ruffled feathers because we had been careful to hide out tracks. And then Zach, our technomancer goes ahead and calls the mayor, right in front of our hiding place. He gets hit by black ice and actually tries to pass it of as a case of food poisoning (bad clams) when we asked what he did. Meanwhile, the runners doubtlessly sent by the mayor have a fix on our position. We did get away and so far, we have been evading them, although I still wouldn't want to bet much on our chances.

It was beautiful, in a way. Kind of like seeing a nicely coordinated train wreck in an action movie. This is absolutely in the top five of my personal 'You cannot be serious'-moments in Shadowrun. Zach has this really serious problem with trusting people and in-character, he's toast when he does something like that again. Everyone is entitled to one really big fuckup and we do get why he lied about it - years of fending for himself on the street and it's not like technomancers are welcome anywhere but in a corporate lab. But that's not something you can do twice, not without getting killed by your friends or not having any friends left after it (either because they're dead or because they left you).

Out of character, we did talk about it because we wanted to make sure that the player knew this. We had one very similar situation before and that one went fubar quickly, with the player fully intending to keep it up. The group didn't last for other reasons, but that character would not have a very high life-expectancy. At the very best, the player would have had to make a new character because no-one would have trusted the old one any longer. I really appreciate that we were able to talk about it this time without anyone getting pissed and with a result we all can live with.

The campaign on Obsidian Portal

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