From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: Sick thing to do to a dead Runner. |
Date: | Fri, 29 May 1998 11:43:13 +0100 |
> Maybe the best thing about putting your runners on cryosleep for a
> century is that it gives you the chance to incorporate some items that
> are classic elements of many cyberpunk stories, that aren't normally
> available in SR. Cheap, consumer-level magnetic anti-grav in the form
> of flying cars. Homing Bullets. Freestanding holograms.
> Replicants/Clones. Space stations and off-world colonies. Particle
> and/or energy pulse weapons. The Island of California. True AI and
> cyborgs. Delta grade cyber for the streetpunks and guttertrash who
> can't afford "the less invasive consumer-grade 'ware" and have to get
> the cheap, third-hand antiques through their street docs.
Or turn it completely the other way around -- "Ewwww, you have
IMPLANTS?! Freak!" Maybe combine it with something like
Stephenson's "The Diamond Age", and introduce people like the
neo-Victorians who combine nanotech with late 19th-century
customs and morals.
> Plus, I can just imagine the look on the players' faces about 5
> seconds into this, when they realize that EVERYTHING they know NO
> LONGER APPLIES.
Maybe a good thing to weave through a campaign like this are
hints to what really happened in the group's last "real SR"
adventure, allowing them to find out over time what was going on
and why they are where they are now.
--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Your actions speak so loud I can't hear a word you're saying.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-
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