cross-posted from: https://sh.itjust.works/post/508825
This was an experienced group, and had been through quite a few runs by this point. After many runs working up the ladder, they’d managed to piss off all the local cops in Seattle, which was a perfect hook to pull them into the London Falling campaign. After that, they’d worked for most of the major corps by this point, so I wanted to do something in South America with Aztechnology.
As a starting point, I ran a wetwork run. Nothing too crazy for this group at this stage of development. Get in to a AA corp HQ, kill a high-level executive, get out. What I wanted to happen is that they’d talk to an NPC in the room clearly signalling that she was impressed and wanted them to do a job for her.
Oh boy, never count on your players to act rationally. They do the job pretty much as expected: decker gets into the security systems, face gets them through the front door, street sam sniper set up on the building across the road, and they finally get to the point where they can open the bulletproof windows for support fire as they go for the target.
Face & mage go into the room, bullshit a bit with the target about some computer troubles, data tap goes on, decker opens the glass, target goes down. The NPC says she’s impressed with the work and wants to give them a commlink number, maybe they’ll call it if they want some higher pay.
I barely get out “Impressive…” before the player playing the street sam says “I take the shot”.
“What shot?”
“The shot on the witness”
“Hey, just giving you a heads up here as the GM, she’s offering you a…”
“Don’t care, I’m taking the shot. She’s a witness.”
So, they excavate the brain cavity of the connection to this big campaign I had planned in South America, and had to sit down and re-do most of the setup for it.
Maybe it’s my fault? I can’t exactly blame my players for being paranoid after instilling it into them xD