Stahlseele wrote:0.)
No. And fuck no!
The IDEA of a Reputation System in the Shadowrun Universe is stupid to begin with. If people know who you are because of what you did then you are doing it wrong and won't be doing it for a long time.
The activity of shadowrunning is a established economical activity like any other, forming a market with demand, supply, etc. In this case, good suppliers and good demanders are valued as in any other market. The fact its hidden from authorities and general public do not make it any less valid as a market. Thus, good runners will grow a reputation the same way a good professional in any other market would.
1.)
How and why would people knowing who you are get stuff that other people have to pay money for?
Sorry, didnt get this point. Could you clarify ?
2.)
What happens when you leave your little corner of the sprawl and go somewhere where nobody there knows who you are?
You start anew. Perhaps having under-valued jobs and offers until you stablish your reputation in this new area ?
3.)
The whole rest of the universe(in this case quite literally aside from some slum bartering) is doing business with money. Why would you throw away the entire universes economic system just like that or rather arbitrarily introduce a new one that depends on who knows what?
Well, because its harder to promote the kind of thing I showed above in the default system. I.e: in my system, you could estipulate that 1 cred buys you 1 month of food. With that in mind, you know that if you dont find a job for the month, youll get hungry and/or debilitated by the end of the month. While in the default game system, you dont have any parameter for that (how does a typical run pays ? how that balances with monthly costs ? ) or the parameters are buried in a complex web of costs (a meal costs 20Y ? and a gun, 150Y ? and the ammo ? but for what type of weapon? etc). My proposed system simplifies it so it makes decisions very simple to take, instead of making it a mathematical inequation of the 5th degree.
A clear advantage of this system is: the player can simply refuse any jobs the GM brings - since its just a matter of checking how his Credit pool is - and embarking on his own agendas, or simply checking out other fixers/sources of jobs. It helps to promote sandbox gameplay - if it was a hexcrawl, each job or agenda is a direction that you could take.
Just one final question that does not fit into the numbering system i had up there so here:
a.)
What does this have to do with railroading in shadowrun at all?
The proposed structure helps to promote a sandbox style focused on simulating the dirty life of runners trying to survive in the sprawl. Its like a hexcrawl sandbox really, only socio-economic instead of geographic. Instead of exploring hexes for treasure, you do gigs for food and ammo.
Contrast that to the "GM run of the week!" gaming style advocated in the books, where the GM brings his pre-created story for the players every session, and you will see the difference.