Klaus said:I for one find "core stories" to be unnecessary limitations to a game. One thing I've always felt as being the major weakness of Shadowrun, for instance, was the fact that you HAD to play with shadowrunners, you couldn't play, for instance, a troop of the UCAS army trying to locate a rogue dragon that has fled to Aztlan or somesuch. Which is why I liked the Beyond the Shadows book.
That's more a limitation on who you need to adventure with, not on why you're adventuring. The typical Shadowrun adventure required shadowrunners because of what you were getting into. The failure here was due to lack of imagination and daring in adventure writing.
The feeling I got from Shadowrun was that it was designed and written by people under the impression we live in a continuous city. Much like Trantor of Asimov's Foundation stories. No working knowledge of the world outside the city. It is an urban game, with urban themes and urban perils. It is not designed to deal with anything outside the city. It appeals to those with an urban mindset, and has a hard time dealing with anything that is not city.
I have been in the wilderness all by myself. No one in sight, no one within hearing, and it is a very different place. The city is of our making, we control it. The wilderness made us, we do not control it. We live in the city on our terms. We adapt to the wilderness, or we die.
We limit what our children experience, and their imaginations are stunted thanks to our need to control.