There are Monty Haul style games like that, mtfeeney. Or they could just feel they need the extra cash cause "they are now 3 runs in and don't have a +2 longsword." It could be that they are trying to find out what their character's do in their off time, or trying to add personality to their characters. I would talk to your players are see why they feel they need side jobs. if they even owned a vehicle to be worked on!!! (after all, you need a SIN to get a driver's licence, or a back account, or to buy a car, etc, etc, etc). Then there is the fact that most manual labour jobs are the lowest paid, especially for unskilled labourers, Even as a mechanic, your rigger would be lucky to be able to charge $20/hour! Not because he is a bad mechanic, but for the simple fact that those who would be coming to him (mostly other SINless) couldn't afford to pay more then that. If they are from a D&D background, they are used to watching the coins stack up (literally!!) Sadly, Shadowrun's Economics can be hard for newer players to get their heads wrapped around.įor example, unless the runners have really good fake SINs (or real SINs), it is almost impossible for them to have "real" jobs, as the SIN is the first requirement to get and have a job (at least legally). IF (and this is a big IF!!) the runners prove that they are capable, they will get a "big job" thrown their way that usually pays $10,000 to $15000 a runner.Īs their reps improve, they will get the larger (and harder) missions with larger payouts.Īs for Runners trying to make money on the side, there could be a number of reasons why they may be doing this. I'd personally love to play in a lower pay campaign, but I might lose players to other game systems if I impose my preferences too often.įor my games, the starting rate that runners make is somewhere between $5000-$8000 a run per runner, then modified by the Face's negotiation roll. The GM has to be the safety valvle on things like too much wealth or too little risk, but there is also a give and take. I was a cheap GM who purposely changed to higher payouts after suggestions from players. Which is why it's a good idea to know how much they net each month after expenses and lifestyle. The only real hard line is that in the course of the campaign you never want them to get to the point where they have nothing to look forward to and nothing to save for. What constitutes too high of payouts varies by group. For example, offer the rigger an opportunity to increase his monthly income from the auto repair business by using his shadowrunner team to take out a local competitor. You may want to consider using their legimate businesses as jumping points for runs. I'm sure there's a fantastic GM out there that can make the day to day running of an auto repair business exciting, but this isn't your typical GM. The reason to try and get the PCs focused on doing Shadowruns isn't because the game is named that, but because shadowruns are generally more dramatic and exciting.
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