The problem with Snipers, Astral Mages, Van Riggers and Fridge Deckers.
This is going to stir the pot.
Lets start off with a couple of caveats. These are all generalisations, for relatively standard groups and shadowrun games.
Snipers. Astrally Projecting Mages. Van Riggers. Fridge Deckers. These are all characters that cause considerable discussion here, and for a good reason.
Each one of these has a Power Fantasy that involves the majority of the following issues:
- The character is removed from the group.
- The character's interaction options are limited.
- Table time focusing on the character excludes the group.
- Table time focusing on the group excludes the character.
- Only certain threats can target the character, leading to binary threat.
Each of these five issues should be avoided, as they are unhealthy.
Being removed from the group means that they cannot aid, or receive aid from the group should trouble arise. Additionally, they cannot be threatened by opponents threatening the group, and opponents threatening this character cannot threaten the group. By reducing the connectedness of the characters, you reduce the investment of the character into the senario, and decrease the parties options to in play.
The character, in their remote location, only has certain things they can do. While these things are useful, generally the character can do all of them while physically present, meaning that their remote status limits them to a subset of their capabilities. They are only able to intact through their power fantasy, rather than with the whole range of rpg actions.
With the group split, table time focusing on the main group will often have little of immediate relevance to the solo, and again, focusing on the solo has little relevance to the group. While this is common to things like Host Dives, and has been for editions, remote playstyles extend this to entire sessions.
When the solo player makes a mistake, is detected, or otherwise is subject to threat, the GM has a difficult decision: Do they use a threat the PC can overcome, in their element, which is essentially not a threat. A threat that negates the PC high point, which is unhealthy itself. A threat to an oblique aspect of the PC, which they might not even be able to respond to or handle. By being forced to handle the threat themselves, the character forces the GM into a very binary 'scary threat' / 'no threat' decision.
It's a problem for the player: If they are allowed to engage in their power fantasy, they cause problems for the table. It's a problem for the table, they have to work around the players desire to be less effective and create issues. And it's a problem for the GM who has to manage all of this. Nobody wants to sit around for 4 hours, doing nothing. Nobody wants to have every game involve a section where that guy does their thing instead of participating with the group. The GM doesn't want to have to slap the player hard just to threaten them when they're alone.
The solution is to reframe the characters.
The character is not a Sniper. They are a street sam / infiltrator who can snipe. The power fantasy changes so that their default action is not to obtain rooftop and hardscope a building. The player, other players and game master know that most of the time, the character will be with the group, and that the player would like to engage in some sniping, but it's not an 'each run' thing.
This change in expectations between the player and the rest of the gaming group stops people engaging in problematic power fantasies, while also preventing disappointment in being unable to indulge. Much like, say a demolitions expert, it's an understanding between adults that your first option character doesn't fit easily, and that an adjustment to playstyle will be needed to have the table work better. You will get moments of the first option, but it's not the default and consistent play some might expect.
You will get to snipe, but you are not a sniper. You will get to astrally project and astral combat, but you're not a fully astral mage. You can rig from a van, but it does not define you.
When you attach your self to such a character defined in a problematic way, you are going to realise quickly that you have to change character or be disappointed. Work with your friends and GM to reframe the character in a way everyone enjoys. This is applicable to many kinds of characters who 'default' styles are difficult to accommodate consistently, but by reframing what you expect you will get better advice, you will get more gameplay, and have larger impacts in the game.
Posted Dec 6, 2018, 12:55 AM UTC