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Shadowrun Sixth World Core Rulebook Review
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<blockquote data-quote="The Crimson Binome" data-source="post: 7800429" data-attributes="member: 6775031"><p>Part of that is because Shadowrun uses the "evolving metaplot" style of setting detail, where it would ruin the viability of future products if your team is able to actually change anything. There's nothing to do about that, aside from not buying the setting books, and trying to not worry about it. I mean, if you're capable of having your Forgotten Realms diverge heavily from the canon, then it shouldn't be too much harder to do the same in future Seattle, right?</p><p></p><p>Some of the novels go into world-changing events, but since they are technically canon, those events get incorporated into the setting details of the next edition. The Dragonheart Saga, for example, gives most of the details behind Dunkelzahn's assassination. At least one of the books involved foiling an invasion from toxic spirits, which could have been very bad for the world, if the mission had failed; but it didn't really change anything, because they were successful, so nobody found out about it. It's not uncommon for shadowrunners to become swept up into events that are much higher that their pay grade. There's also no requirement that you have to play shadowrunners, though; if you play as government agents, or high-end mercenaries, then you can start acting on a global level right from the get-go.</p><p></p><p>Honestly, though, the parallels between D&D and Shadowrun are both strong and intentional. It may start out with everyone meeting at a tavern and accepting a quest to retrieve an item from a nearby dungeon, but it's easy to spin that into a world-ending catastrophe by considering <em>who</em> wants that item and <em>why</em>. One trick for building an epic Shadowrun campaign is to design the whole thing in D&D terms, but then translate it into Shadowrun language. You could easily run Lord of the Rings as a Shadowrun campaign, where Aragorn turns out to be the legitimate heir to some megacorp, and the nazgul ride attack choppers (although standard caveats apply, in regards to scripting out a narrative when the players are ultimately the ones in control).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7800429, member: 6775031"] Part of that is because Shadowrun uses the "evolving metaplot" style of setting detail, where it would ruin the viability of future products if your team is able to actually change anything. There's nothing to do about that, aside from not buying the setting books, and trying to not worry about it. I mean, if you're capable of having your Forgotten Realms diverge heavily from the canon, then it shouldn't be too much harder to do the same in future Seattle, right? Some of the novels go into world-changing events, but since they are technically canon, those events get incorporated into the setting details of the next edition. The Dragonheart Saga, for example, gives most of the details behind Dunkelzahn's assassination. At least one of the books involved foiling an invasion from toxic spirits, which could have been very bad for the world, if the mission had failed; but it didn't really change anything, because they were successful, so nobody found out about it. It's not uncommon for shadowrunners to become swept up into events that are much higher that their pay grade. There's also no requirement that you have to play shadowrunners, though; if you play as government agents, or high-end mercenaries, then you can start acting on a global level right from the get-go. Honestly, though, the parallels between D&D and Shadowrun are both strong and intentional. It may start out with everyone meeting at a tavern and accepting a quest to retrieve an item from a nearby dungeon, but it's easy to spin that into a world-ending catastrophe by considering [I]who[/I] wants that item and [I]why[/I]. One trick for building an epic Shadowrun campaign is to design the whole thing in D&D terms, but then translate it into Shadowrun language. You could easily run Lord of the Rings as a Shadowrun campaign, where Aragorn turns out to be the legitimate heir to some megacorp, and the nazgul ride attack choppers (although standard caveats apply, in regards to scripting out a narrative when the players are ultimately the ones in control). [/QUOTE]
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