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<blockquote data-quote="Wolf1066" data-source="post: 5180696" data-attributes="member: 88680"><p>OK, not "sad" as such:</p><p></p><p>The Mean Streets of Hamilton, New Zealand, 2070 and the fairly cybered-up team are out and about for the evening.</p><p></p><p>Little did they know I, as GM, had a nasty surprise up my sleeve - they were about to get mugged.</p><p></p><p>Pretty normal state of affairs, except the mugger is 11 years old, armed with a stolen pistol (the "Great Equaliser").</p><p></p><p>I'd designed the situation as a moral quandry for the characters - the kid was a clear and present danger, an indisputable risk to life and limb and clearly justifying the use of lethal force. Except they are <strong>adults </strong>and he's only a kid - they kill him and, although the law would uphold their actions, the kid's family would be able to raise merry hell about how their sweet and innocent little babe was taken from them, the media would have a field day and the characters would probably feel rather stink at having killed a child, anyway. They handle it wrong, and there's a chance the kid could kill one or more of them.</p><p></p><p>I was interested to see how they would handle it.</p><p></p><p>So they come abreast of the alley, the kid makes his challenge with pistol already drawn and covering them.</p><p></p><p>And one of the players hands over a wad of money and then tells the kid that if he wants to get more, then [the player] has a job offer for him.</p><p></p><p>Cue surprised team members and an extremely surprised GM.</p><p></p><p>The crafty sod recruited the kid as his sidekick and - knowing that the kid's morality was questionable, proceeded to enlist his help in some clandestine illicit actions of his own devising.</p><p></p><p>And I pretty much had no reason not to let him do so - the kid's motivation for his behaviour was pure survival, hence he was mugging people for money. The player offered him a lot less risky means of survival and the fact that some of that work was less than legal mattered not a jot to a kid who'd been prepared to threaten, possibly kill, people in exchange for money.</p><p></p><p>Excellent role-playing on the part of the player who instantly saw in that shady little urchin the means to fulfil his own nefarious plans without the knowledge of the rest of the party.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5180696, member: 88680"] OK, not "sad" as such: The Mean Streets of Hamilton, New Zealand, 2070 and the fairly cybered-up team are out and about for the evening. Little did they know I, as GM, had a nasty surprise up my sleeve - they were about to get mugged. Pretty normal state of affairs, except the mugger is 11 years old, armed with a stolen pistol (the "Great Equaliser"). I'd designed the situation as a moral quandry for the characters - the kid was a clear and present danger, an indisputable risk to life and limb and clearly justifying the use of lethal force. Except they are [B]adults [/B]and he's only a kid - they kill him and, although the law would uphold their actions, the kid's family would be able to raise merry hell about how their sweet and innocent little babe was taken from them, the media would have a field day and the characters would probably feel rather stink at having killed a child, anyway. They handle it wrong, and there's a chance the kid could kill one or more of them. I was interested to see how they would handle it. So they come abreast of the alley, the kid makes his challenge with pistol already drawn and covering them. And one of the players hands over a wad of money and then tells the kid that if he wants to get more, then [the player] has a job offer for him. Cue surprised team members and an extremely surprised GM. The crafty sod recruited the kid as his sidekick and - knowing that the kid's morality was questionable, proceeded to enlist his help in some clandestine illicit actions of his own devising. And I pretty much had no reason not to let him do so - the kid's motivation for his behaviour was pure survival, hence he was mugging people for money. The player offered him a lot less risky means of survival and the fact that some of that work was less than legal mattered not a jot to a kid who'd been prepared to threaten, possibly kill, people in exchange for money. Excellent role-playing on the part of the player who instantly saw in that shady little urchin the means to fulfil his own nefarious plans without the knowledge of the rest of the party. [/QUOTE]
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