I like the Fourth Edition rules, but there's a hell of a lot of "history" in the source books and adventures for Third Edition, and I really don't want it to just be history. I want the character to actually live through it.
As a result I'm going to be running a game with the Fourth Edition rules, but starting in 2060.
I love the "big" games, and with Shadowrun that works so much better with the magically active characters, so all characters much have one of the following Qualities:
- Adept (5 BP)
- Magician (15 BP)
- Mystic Adept (10 BP)
Because of the nature of the time the game will be travelling through,I would prefer that none of the players read any of the third edition books that have "In character" sections. Since these in character sections are done as posts to the Shadowland BBS, I will be making the appropriate information available to the characters at the right time in game.
As a result, I would prefer if the players do not read the history of what happens between 2060 and 2070 in the Shadowrun 4th Edition rulebook, and avoid reading the following books:
- All Shadowrun Adventures (no matter what edition or when published)
- Corporate Download
- Dragons of the Sixth World
- New Seattle
- Shadows of North America
- Sprawl Survival Guide
- State of the Art 2063
- State of the Art 2064
- Target: Awakened Lands
- Target: Matrix
- Target: Wastelands
- Threats 2
- Wake of the Comet
- Year of the Comet
Renraku Arcology Shutdown has already been "released" in the game world so is available, and is probably reasonably common knowledge to Shadowrunners by the time the game starts (I believe it's currently around August 2060 in game, I'll have to find my notes and check).
Character Creation Rules:
Characters will be created using the Shadowrun 4th Edition rules with 500 points, not the default 400. The required Quality (magic or Technomancer) does not count towards you maximum of 35 points in Positive Qualities. All new character must be easy to add to the existing character(s), an established team with a reasonable reputation. Working backgrounds out that work with each other is strongly encouraged.
In my game I run a variation where Biowear doesn't cost essence if grown and installed using special techniques. This grade of Biowear is out of the reach of starting characters without some fairly rich benefactors (i.e. major military or corporate history), so if players want to make use of this option they will have to provide background to back it up.
I don't mind a bit of friction within the party, but they must operate as a team. I do not want the team to be a bigger threat to themselves than their opposition. Sibling rivalry is ok, attempts to kill, maim or destroy each other isn't.
I want backgrounds. Lots and lots of background. I love background. I have a timetable of events that are part of the overall story arc, but I want to be able to double that at least with just information gotten from character backgrounds. Just be aware that if you take any sort of Amnesia or anything like that, I will use it to full effect!
There exists a number of characters in the game that new characters can tie themselves to, five PC's, one NPC.
The main NPC is Whisper, the primary Fixer of the party. He's ex-military, always wears white, except for a red scarf around his neck, and no one has ever heard him talk. He writes things down, uses sign language, messengering, etc, but never talks. In game terms he's Connection 5 if you want to have him as a contact, Loyalty is what you want to make it, though make sure the background supports it.
Of the current PC's, one will be continuing (Martin LongCloud, non_lj_mark's character), a pair of them may be continuing (ozisim's twins) and the others most likely won't. I'll do a separate post with their basic details once I find my game notes again.
If anyone wants a lend of the rules, let me know.