


(Could even go to the extreme of sleeper personalities, though I think I would just let them think they got away with it or have it be a known cover story for a still loyal team). Let Ares "lose" them in the Crash2.0.or so they think.For your game, water down the Ares Firewatch teams so that they are not as elite as they are sometimes described so that it makes more sense that they were able to loose track of one of them.There is a difference between elite and elite but they are both lethal. You may well be able to settle on one that still gets the 'feel' the players are after but which would not be as difficult to explain them successfully slipping away. There are lots of paramilitary or military groups that provide high end training and equipment in the SR world. Take the idea and switch which organization they are slipping away from.If your players want that type of group my suggestions would be: As a result, even if a Firewatch team suddenly didn't 'exist' would they leave or would they simply report it to their supervisors so that it could be fixed or taken advantage of by ARES. While there are inevitably going to be exceptions (especially in a game) you don't invest those sort or resources into someone that you aren't pretty sure is really damned loyal. One them slipping off the books and getting away with fading into the background and resurfacing as someone new might work, but even then it would really help if they had inside assistance or convincingly faked their death.Īlso, from what I've read (in-game and real world), people that become members of really elite combat units are often extremely loyal to the organization they serve. Questions would especially if a whole team of such people disappear. But I am glad it happened, the A-team post made my day. I am just saying the thread as about info on the group, not a critique of their play choices. The hunt would be the aspect of the campaign I enjoyed most, player or GM.ī) Who says they aren't? (IMG: style_emoticons/default/smile.gif) Sometimes when I think that I have gotten out of a trap, I find that I only placed myself deeper inside it. I hope the edition they are playing has "Hunted", as I cannot remember if RC had it or not. Particularly people worth a million or two in training and equipment each who are loaded with extremely lethal gear that needs to be accounted for.ī) They have enough skill to slip into Damien Knight 's office one night to so they can greet him bright and early in the AM and ask him to put them back on the payroll.Ī) I don't disagree to any of that. People don't really believe computer reports that say that someone they knew never existed.

Improbable perhaps, but impossible is up to him and his players.Ī) Questions would be raised by important people if they disappeared. I hope awolffromlife has a great game, and I don't think anyone here is in a position to tell him any thing is impossible. My version of the first sentence would be "KE will not willingly let go of any firewatch team, or memeber."Ĭould even add a second sentence, "Anyone trying to leave the program is reprogrammed and if that fails to take, they are neutralized." And I believe its up to each GM to decide how chaotic their game plays. I prefer to think the world a bit more chaotic.

The first sentence implies that anything, be it physical or data, in Shadowrun can be contained or controlled. Not that I ever see the equivalent level of power to a firewatch team in my game but. And when a platoon and their gear comes up missing senior people will start investigating and asking pointed questions. There are just not that many of them, everyone knows the senior NCOs and officers, and any SEAL is probably only two people away from someone who has worked or trained with any other SEAL. They are far too valuable and dangerous, and there are just not that many of them. KE is not going to misplace a firewatch team.
