From: pentangl@spdcc.com (Scott Moir)
Subject: Re: Shadowrun: Economics of Running
Keywords: Shadowrun
Organization: S.P. Dyer Computer Consulting, Cambridge MA
Date: Thu, 16 Apr 1992 22:50:23 GMT

In article <1992Apr16.053553.1378@cco.caltech.edu> earl@cco.caltech.edu (Earl A. Hubbell) writes:
>ward1@husc8.harvard.edu (Lester Ward) writes:
>
>>earl@cco.caltech.edu (Earl A. Hubbell) writes:
>
>>>>From the UCAS census estimates, we have approximately 1% of the population
>>>having 'significant' cyber-enhancements (so called 'samurai', 'riggers'
>>>or 'deckers') or significant magical enhancement ('physical adepts').
>
>>This is the weak link in the argument.  First off, deckers only need
>>a datajack (and maybe some head MPs), but just about all corp empoyees
>>have that, so that is not 'significant'.  Secondly, 'significant' cyberware
>

Such is the benefit of working for a corp.

>	Actually, I was counting 'decks' as the 'significant' factor
>for deckers (well, honestly - I was ignoring them nearly completely!).
>Decks are heavy expenses, and have to be customized.  There might
>easily be a much larger pool of deckers wandering around (leading
>to corps beefing up security, leading to less profit/decker, leading
>to fewer hot deckers being able to afford...anyone want to write
>the paper? :-)

Last I checked, decks were amongst the most expensive peices of equipment
a player could have. If you outfitted a samurai with the equivalent cost
of a Fuchi Cyber-7 with good programs, I daresay that you would have
competition for one of the riders of the apocalypse.

>	I chose the number of nova-hot deckers to be about equal to
>the number of mages, for no real reason except to keep it exclusive,
>and to have about one decker/team.
>
>>is hideously illegal is most parts of the world.  Corps are not likely to
>>admit they use it if they don't have to, and freelancers are most likely
>>not going to fill out a census form, if they can even be found.  In spite
>>of the UCAS's best intentions and estimates, 1% is likely to be off by
>>at least an order of magnitude.

Corps are not going to admit they have magma-hot deckers? Come on....
>
>	Really?  10% of the population having 'significant' cyberware?
>(wired reflexes, smartguns, etc?)  Lone Star must be very worried!
>	I can see 10% of the population having chip/datajacks, or
>other cheap cyberware (maybe I >should< write up that Renraku report!),
>but combat ware?  Different assumptions, I guess.
>
>>This figure is also completely contra-factual to most capaigns I've seen.
>>For the technology involved, cyberware is VERY cheap, and we populate
>>our campaign with those who use it, not just as PC's or villians, but
>>random stuffing as well.

I don't know about you, but when my group runs into a group of 20 or so
gang members, even if they are NOT  cybered, they worry.

>	But I do like the idea of cyberware making a difference - why
>are people hiring >these< teams, instead of that cheap poser-gang?  If
>>everyone< has combat-ware, it stops making for interesting stories. 

Think about the average sarariman's income.. cyberware is EXPENSIVE.
Repair costs are abominable. The only two ways that I can imagine
supporting such a 'habit' are corp sponsorship and running.
>
>	I thought it was interesting the way the figures came out.
>Even makes for a good campaign background - not neccessarily the
>'standard' over-cybered, over-magiced campaign, but certainly a fun
>setting. (apologies for personal views on campaigns leaking in.)

I have made your post available as 'intelligence' data to my players.
It makes all too much sense that corps would analyze how many runners
were in the potential pool. They would want to know.
>	
>>Wordman

Scott, 
a.k.a. Traumahawk

-- 
Scott Moir / Pentangle / Satyr ______ # "There's really only one requirement 
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