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Shadowrun: sell it to me!
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<blockquote data-quote="DMScott" data-source="post: 1074146" data-attributes="member: 11734"><p>Shadowrun's basic background is that it's a near-future cyberpunkish setting, but between now and then a big supernatural event occurs that brings magic back to the world. Lots of people "awaken" as traditional fantasy races - orcs, elves, dwarves, and others - and cultures that have retained a connection to ancient magical rituals suddenly discover they have access to incredible power. Most nations as we know them basically collapse, but cyberpunkish megacorps and aboriginal/magical nations fill the power vacuum. The collapse of central authority makes cutthroat corporate espionage a whole lot rougher, and corps also got into the magic business. </p><p></p><p>So you end up with a loosely regulated culture with the normal heavily-armed mercenaries on corporate-sponsored black ops (a "shadowrun") that you'd find in Cyberpunk and similar games, but with fantasy races and magic added in. The main selling point is the setting rather than rules, and people use all sorts of systems to run games (GURPS is very popular). Almost all the supplements are very fluff-heavy, so it's easy to pick up Shadowrun adventures and sourcebooks then run them using your favourite rules. d20 Modern would work great, you'd just need to come up with some cyber-hacking rules.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1074146, member: 11734"] Shadowrun's basic background is that it's a near-future cyberpunkish setting, but between now and then a big supernatural event occurs that brings magic back to the world. Lots of people "awaken" as traditional fantasy races - orcs, elves, dwarves, and others - and cultures that have retained a connection to ancient magical rituals suddenly discover they have access to incredible power. Most nations as we know them basically collapse, but cyberpunkish megacorps and aboriginal/magical nations fill the power vacuum. The collapse of central authority makes cutthroat corporate espionage a whole lot rougher, and corps also got into the magic business. So you end up with a loosely regulated culture with the normal heavily-armed mercenaries on corporate-sponsored black ops (a "shadowrun") that you'd find in Cyberpunk and similar games, but with fantasy races and magic added in. The main selling point is the setting rather than rules, and people use all sorts of systems to run games (GURPS is very popular). Almost all the supplements are very fluff-heavy, so it's easy to pick up Shadowrun adventures and sourcebooks then run them using your favourite rules. d20 Modern would work great, you'd just need to come up with some cyber-hacking rules. [/QUOTE]
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