Table Agreements

What we've agreed on before play — the three that matter, and how to read this wiki.

1. We have worked together before

No first meeting, no origin story, no session spent deciding whether to trust a stranger. This crew has years of history and a shared fixer, and session zero fills in the specifics — how long, what you're called, what nearly ended it, what each of you owes one of the others. The campaign opens by spending trust rather than building it.

2. No backstabbing unless we build it together first

In-character friction is welcome and the campaign is designed for it: argue about a job, compete for the extra share, keep a secret, disagree about who to leave behind. What needs a conversation with the GM in advance is acting against the crew's interest for your own gain — selling them out, taking a rival's money to burn them, walking away from somebody on purpose. That can be a great story and it can absolutely happen, but as a plot arc we plan, not a surprise at the table. The reason is simple: everyone should be able to invest in these relationships and rely on them, because that's the only thing that makes losing them land.

3. Even shares

The default is simple: split the payout evenly. No negotiation, no argument, no floating pot to allocate. A crew of four takes 25% each and that is the normal case.

The exception: at most one extra share can be distributed differently without unanimous agreement. One, and it doesn't have to exist at all — most jobs won't have one. Anything beyond that needs everybody to actually agree to it, out loud.

Why this is a rule rather than a preference: in this game nuyen is advancement. A runner who consistently out-earns the rest out-equips them, then out-survives them, and the table quietly splits into leads and passengers. Capping the gap at one share keeps a good negotiation worth making without letting it compound over six runs.

Reading this wiki