<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=170110.msg8008223#msg8008223">Quote from: SatanKlaus on 06-04-2013, 01:07:52</a></div></div><blockquote class="bbc_standard_quote">I guess the fundamental disagreement is the pay, and we probably should discuss it OOC because different Shadowrun groups handle this differently.<br/><br/>Some GMs pay out 2-5k for an average run, others pay 20-50k. With some, looting gear and anything else that is not nailed down is considered a necessary part of the runner life. Other groups like to focus on the one objective of the run. Some groups gloss over things like lifestyle costs, repairs and medical bills, other do tight book-keeping. Therefore, the pay-out from a run can mean anything from 'petty cash before selling the loot' to 'bottomline profit' to 'income before "taxes"'.<br/><br/>Also, power levels vary widely. 1k pay might be acceptable for a 'ganger' style group. It is a bad joke for ex-spec ops, whizkid hackers and wizards. I figure we are somewhere in between, not really professionals but far above gang level. But like I said, just how much the fee really is, depends on what we are expected to pay for with it and how much we can expect to make on the side. <br/><br/>The points of view vary widely in the shadowrun community but, personally, I think that even mid-tier runners 'don't get out of bed for less than 10k'. Because they have expenses, often big ones. Cars tend to get shot up or have to be abandoned and people need to be bribed. At less than 10k a run, the players are not on their way up, they are on their way down and losing more and more gear without being able to replace it. <br/><br/>There is also the fact that Shadowrunners are basically the rock stars of crime. They have professional skill levels, usually in several areas of expertise, along with cutting-edge equipment. If the pay is a measly 5k, why would they run the Shadows, which is far more dangerous than commiting some common crime like car theft or burglary? People with that level of skill can probably find a legal job that pays more than that a month.<br/><br/><br/>At least, this is the point of view I (and I assume Tracy and One Shot as well) argued from. If the 1k are raw profits (meaning we don't pay lifestyle and repairs), or if we can easily sell stuff we loot from the lab, then things might look differently. (But considering that any lab - even today - that is worth the name has maybe 1 million worth in equipment lying around makes the 1k seem superfluous. An offer along the lines of 'I have the access codes, you get them for retrieving item XYZ for me and you can rob the place blind.' might actually seem more appealing than offering a pittance in cash. <br/><br/>So I guess what we need is an OOC guideline how much Shadowrunners tend to make and what their main source of income is, so that we can haggle on an informed basis. So far, I was assuming that 10-20k a head was the norm even for an <em>actually</em> easy job. Of course, there might be jobs below that level, but they require a few street punks or maybe a single operative, not a full team of Shadowrunners with magical and matrix support. <br/><br/>Satan_Klaus<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Good points.  I actually didn't think about the payment too deeply.  I have a 3rd Ed Shadowrun Companion that listed typical payments for easy versions, and a burglary was 1,000 so I went with that.  I also read a sample narrative where the crew was doing a courier job for a 1,000 each but talked the johnson up to 1,400 each.<br/><br/>Here's a case of somewhat new runners on a run that is urgent but is planned and geared for them.  My intent was to do a negotiation scene and then the run itself right away, skipping over legwork this time around.<br/><br/>In hindsight, I would have increased the payment, but let's go with it for now and there'll be bigger scores later.<br/><br/>