From: | shadowrn@*********.com (Damion Milliken) |
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Subject: | SR Intro Flyer |
Date: | Wed Oct 3 12:20:01 2001 |
handouts. So I'm going to post them to the list. Feel free to comment and
make additions and suggestions, as I'd love extra ideas and content. Also
feel free to use, in part, whole, or modified form, any of what I post.
First is my "Flyer".
Shadowrun /sháddõrun/ n. any movement, action or series of such made
in carrying out plans that are illegal or quasi-legal.
The world is changed, some say Awakened.
The year is 2050, advances in technology are astonishing, with humans able
to merge with computers and travel through the electronic netherworld of
data known as the Matrix. Even more astonishing is the return of magic.
Elves, dwarfs, dragons, orks and trolls have reassumed their true forms,
while megacorporations (rather than superpowers) rule much of the world.
Moving through it all like whispers in the night are the shadowrunners. No
one admits their existence, but no one else can do their secret work.
Shadowrun is a near future role-playing game of the cyberpunk genre, with
the additional element of the return of magic to the world. Player
characters are shadowrunners, covert agents for hire, mercenaries and others
who do the dirty work of corporations, governments and powerful
individuals. Life can be gritty and harsh, and death waits with bated
breath just around the corner - but as the old saying goes "yer pays yer
money and takes yer chances" - the rewards to be reaped can be great.
See Damion Milliken for further information.
I shall be running what I hope will be an ongoing campaign. As a regular
attendee of the club during the university session, I can be relied upon to
consistently turn up to GM. The game will be running every second week, as
I am a player in another Shadowrun game every other week. I would prefer
players who shall also dependably turn up to play.
Experience with Shadowrun is not necessary, and newbie Shadowrun players
will even be looked upon with preference. Experience with role-playing in
general is preferred, but not essential. Munchkins are tolerated but can
consider themselves to have been warned.
Initial characters will be low powered, and those familiar with the game
will note that the character generation table has been modified
accordingly. I plan on the Player Charac-ters being "beginner"
shadowrunners who are just hitting the big time. Gang members, Bachelor of
Computer Science dropouts (or current enrollees), AWOL army privates,
Bachelor of Thaumaturgy dropouts (or current enrollees), bouncers, Ex Police
Academy dropouts (or current enrollees), minor criminals, etc., will be the
character types.
Some effort (perhaps in collaboration with the GM) to generate some sort of
character history would be appreciated, particularly for those who are more
experienced role-players, and will be considered essential for those already
familiar with the Shadowrun world. GM fiat will apply at all steps of the
character generation process.
Modules will largely be FASA printed adventures (to preserve GM sanity and
time), with room for Player Character tangents and adventures based upon
particular aspects of Player Characters' histories. Strict potlines will
not be adhered to, and GM improvisation is expected, so freedom of action
for Player Characters can be anticipated.
Heavy role-playing during the game is not expected (and yes, dice will most
certainly be rolled). Some degree of role-playing would be nice, however.
Copies of the Shadowrun world history are available upon request. Copies of
my particular house rules are also available for those who are familiar with
the Shadowrun system. Any questions, queries or other concerns will be
gladly answered by myself.
Damion Milliken
--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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