Shadowrun: Another Rainy Night
The world of Shadowrun, known to denizens of the new age as the Sixth World, is a place of magic and high technology, a landscape of danger and mystery, a maze of noble sentiments and double-crosses.
Those who play stand on the edge, in the shadow of adventure. We will be using Shadowrun TTRPG 5e rules, but the campaign starts back in 2050, so you can play through the epic adventures from earlier editions of Shadowrun and get first-hand experience in some of the events that shaped the world.
The world is changed—Awakened. A lull in the flow of mystical energies subsided, and magic returned to the world. Elves, dwarfs, orks, and trolls assumed their true form, throwing off their human guise. Creatures of the wild changed, too, becoming things of myth and legend. Modern society fights on, despite the odds, to assimilate the ways of magic into a technological world. The decades that followed the Awakening were years of turmoil, panic, and chaos as the Four Horsemen of the Apocalypse seemed to race across the Earth. The vast, global telecommunications network collapsed under an assault by a mysterious computer virus.
War, epidemics, and famine ravaged the world’s populations as new races tried to fight for acceptance and dragons soared into the skies. Out of the devastation and anarchy, order slowly reemerged.
Cybertechnology eradicated the last vestiges of the computer virus and replaced the old telecommunications network with what became known as the Matrix. New nation-states were formed. Metroplexes sprawled over the landscape.
Governments were replaced by megacorps. The employees of the megacorps were protected, but dissidents, and rebels were exploited and abused, continuing a condition that has existed between the weak and the powerful since time began.
Technology, too, has changed people. No longer only flesh, many have turned to cyberware to make themselves more than human—more robust, more intelligent, and faster. In the world of 2050, the metroplexes are monsters casting long shadows. And it’s in the cracks between the giant corporate structures that shadowrunners find their home. When the megacorps want a job done, but they don’t want to dirty their hands, it’s a shadowrun they need. The runners might be a decker, sliding like a whisper through the visualized databases of giant corporations, spiriting away the only thing of real value–information. Or perhaps they are a street samurai, an enforcer for hire whose combat skills and reflexes make him the ultimate urban predator, or maybe a mage, possessing an ancient gift, the ability to wield and shape the magical energies that now surround the Earth.
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