This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Closing the gap between technique and needs for Shadowrun Campaign

Started by Spike, October 15, 2008, 07:18:25 PM

Previous topic - Next topic

Soylent Green

Quote from: Spike;257386Its the faaking POINT of Shadowrun... and you want to abstract it???

.

Well.. yeah.

There is the kind of Shadowrun scenario which, although different in tone, isn't miles away in structure from a Star Wars or Deadlands adventure with a mix of action and intrigue, interaction with NPCs and with scenes which liberally skip forward in time and space to the next point of interest.  So the first scene might beon a Monday morning  at the harbour, the next Tuesday evening in seedy motel room and so on.

Then you get the other kind of scenario, which after the introduction is over,  the run itself is essentially a map-driven, room by room exploration of some corporate facility. That kind of game, for me, is really a variation of the dungeon crawl theme.

I may have misinterpreted the orignal poster, but what I thought they were saying is that while they liked the first kind of scenario they did not care for the second type, hence the suggestion of abstracting the latter for those times the logic of the adventure requires a bit of sneaky b&e.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!