Sunday, October 30, 2016
Shadowrun Classic - Fate Core Hack
I've noodled around with a few fate hacks of Shadowrun before, but a mixture of circumstances allowed me a little time to put down my thoughts on the matter in more detail. This time of year is innately frustrating for freelance designers since projects talked about at Gen Con are slowly rolling into production but much of the time is spent waiting for that pivotal "Okay, go!" email. There's a lot of unpaid words here, but sometimes you have to clear the decks before you can focus on new work.
This hack was built for running Shadowrun during the 1st through 3rd editions of the game, set during the 2050s and 2060s. My intent was to run classic Shadowrun adventures like Bottled Demon without houseruling the hell out of the original rules. It doesn't have everything out of every book, but it has enough that converting your favorite piece of equipment should not be difficult. Fans of technomancers should be able to do them by reskinning Magic as Resonance, but I didn't tackle them here because they fell out of the time period. (I may return at a later date to do it.)
The rules for setting up the run take a lot of inspiration from +John Rogers amazing CrimeWorld setting from Worlds in Shadow. You should read it anyway if you're planning on running any game where your protagonists are criminals, because its densely packed with information and inspiration.
I wrote down these rules in advance of the next meeting of Adventurer's Guild Local 42, a series of RPG events I'm running at 42 Lounge in downtown Milwaukee. I'll be running it on Sunday, November 13th at 3 pm. You might also see it added to the mix of games I run at conventions.
Click here to check out the complete Fate Shadowrun Classic rules.
Click here for characters ready for aspects based on some of my favorite classic Shadowrun archetypes.
No comments:
Post a Comment