"Simplify, simplify."
A very famous dead person, whose name I should remember but
don't, spouted the preceding quote many years ago, probably while thinking
about the umpteen million sourcebooks which would one day be available for
the Shadowrun role-playing system. This is not to say that I dislike
sourcebooks. I think they're great and purchase many of them, all of which
immediately fall apart because FASA seems to use really cheap glue. But
even with the pages scattered across the living room floor I can still
shuffle through the numerous technological, magical, vehicular, and
weaponular (which is not a real word) stuff that raises my pulse in a way
I'm not always 100 percent comfortable with.
But, at times, it also seems overwhelming. There's just so
much damn STUFF that assembling a character or, if you're the GM, a
universe which includes all of the aspects of all of the books can be very
painful. This is why I think that, occasionally, it's a good idea to step
back and slow things down a bit. Essentially, it's sometimes a good idea
to just start over.
What I mean by this is, for a little while, it's nice to ditch
Fields Of Fire, Cybertechnology, Awakenings, and the rest of the
sourcebooks, dust off the Shadowrun Second Edition Rulebook, and go from
there. The following are a few suggestions for people who feel the game
has gotten a bit out of control and would like to tone things back, in
both the historical and developmental sense. (All you power players out
there just cover your eyes and think happy thoughts; The following ideas
could possibly kill you.)
1.
Start in the year 2050, or even earlier.
Yes, believe it or not, there was a time when people would
begin playing Shadowrun by placing their characters in the year 2050. The
world was a bit different back then. For example, you would need a
helicopter to get to the top floor of the Renraku archology because it
didn't actually exist yet. Dunkelzahn was still a mysterious figure, as
opposed to being a presidential candidate or, more recently, dead.
Watchers had yet to be discovered and I'm pretty sure that metamagic was
still a recently unveiled phenomena. But, most importantly, things were
much simpler. It was easier to get your bearings straight. In fact, I
suggest starting in 2049 because this also eliminates instant access to
any technological or historical developments which took place in the 2050
itself, such as the Street Samurai Catalog, which brings me to my next
point:
2.
Start with the Second Edition Rulebook and nothing else.
Surely this suggestion just sent a shiver down the spine of
any player who dearly loves their bioware. Despite the rulebook's numerous
flaws it still provides a nice, simple balance of cyberware, magic,
matrix, vehicles, and so on. While it is still possible to "pump up" a
character using stuff only found in the Rulebook it wouldn't be a
spectacularly bright move for a player to blow a million nuyen on a set of
ware they know will be out of date the next year. A magic user probably
wouldn't want to get 50 points worth of crummy Rulebook spells when,
somewhere along the line, the GM will introduce The Grimoire and
Awakenings which has better stuff in it. It should become apparent that
they players should work on developing the basic, fundamental aspects of
their characters, such as skills and attributes, instead of taking the
million (or the most "points", or whatever the hell the new system is) and
spending it on crap they'll have to pay to remove or relearn later.
3.
Introduce technology and history into the overall story line as it
happens.
Virtually every historical or technological entry in virtually
every sourcebook has something eluding to when the event or development
actually took place. Some of these dates are simply stated, but sometimes
you have to go off the hints given through those quotes made by fictitious
shadowrunners. By reading these you'll discover that certain pieces of
equipment have been around for a long time while others don't show up
until much later on the time line. (Meaning they won't be able to buy that
Salvette Guardian until 2054, or that Dikote until, well, whenever the
hell Dikote came out.) On the other hand it may be determined that certain
bioware has been around for ages and it would be logical to give the PCs
access to it immediately AFTER PC creation. It is up to the gamemaster to
determine what happens and what is available when. With magic this can get
a bit tricky because nobody really tells you when the Spark spell first
came about, which means you sometimes have to:
4.
Gradually introduce new Sourcebooks.
Or, at least, aspects of new Sourcebooks. Spark has probably
been around for a while, but, perhaps not. Hell, maybe one of the PCs was
the one who INVENTED Spark. The GM should decide what aspects of
sourcebooks should be allowed when. This goes for rules as well. The GM
may wish to stick with the basic Matrix rules for a while and gradually
develop them into the VR 2.0 system. He may wish to introduce spell
creation rules right off the bat so the mage will have something to do, or
he may wish to keep the methods of spell creation "secret" until the PC
finds a teacher who will instruct them in the proper ways. One of the
problems with starting out with every available aspect of every available
sourcebook is that it leads the player to believe that knowledge of the
material contained within them is intrinsic . . something every PC is born
knowing. I think this creates a callused view towards the marvels of
technology, magic, and the world of Shadowrun in general. There are no
surprises, no waiting at the cyber clinic for the arrival of the new
Smartgun II systems. There are no thoughts, as a newly developed kind of
synthetic muscle is installed, that, "Hey, nobody's ever done this
before......I wonder if it'll work."
5.
Create anxiety from the inevitable.
A possible flaw with my system is that, if the players have
been involved with the Shadowrun system for a while, they'll know what's
going to happen and therefore won't be surprised by much of anything. This
is why the GM has to be slick and play around with history just enough
that the players will know WHAT is going to happen, but they won't quite
know HOW. The PCs are no longer learning about history, they are part of
it. Besides, I think it would rule to see a Merc purchasing his new
Guardian quietly mutter, with a slim smile, "I've been waiting for you for
five years....."
In conclusion I'd just like to mention that the Big Ass
Shadowrun Time Line (or whatever it's officially called) located at Paolo
Marcucci's [2018 NOTE: OH, THE MEMORIES] Shadowrun Archive would be an excellent way to keep track of
what is happening and when. Also, if you plan on using the guidelines I've
portrayed, it is a good idea to instigate them with a group that's in it
for the long haul, a group that has enough time to get to 2057. It may
even motivate them to keep themselves from getting messed up. No sammy
wants to be laid up in a hospital when the first Ingram Smartguns hit the
market (around December, 2050). |