Greetings, all!
As the subject implies, I'm starting a new Shadowrun campaign (my first in about seven years), with new players (who have never played Shadowrun before).
I basically need advice on two points:
- Getting the characters together
- Cultivating and respecting the "feel" of the Sixth World
To address the first point:
I have four players, all of whom are good people who are invested in their characters. They aren't problem players in any respect: they don't want to hoard loot or abuse the rules. All they want to do is escape to the shadows for a few hours at a time, using a character tailored to their personality. Character creation was a dream come true: I asked them what they wanted to be, and they told me; I told them the best way to make it happen. I have no desire to mess with my players in any way, except perhaps by putting them in situations in which they must make some pretty hard choices.
Unfortunately, the characters are from vastly different walks of life, and none of them know each other! I need a way to get them all together that is not a ridiculously contrived coincidence. To that, end I will describe my characters for you (note that these stories are not necessarily finalized; some details are subject to change if the Shadowrun world does not permit them):
- A quiet, introspective, SINless young man named Daniel, who immigrated to Seattle from Aztlan and then went off the grid in Seattle's version of Central Park in response to a strong sense of alienation and dissatisfaction with society. Strong dyslexia prevents him from reading and writing, but he has a ferocious aptitude to learn (he basically learned everything he needed to know about survival from museums). Some of the things he observed in museums gave him an affinity for ritual; soon after, he heard the call of Wolf, and taught himself rudimentary sorcery with Wolf's assistance (his Sorcery skill is very low). With his magic and his horticultural, medicinal, and diplomatic skills, Daniel has accrued a number of contacts in the area, and he has become a respected, neutral figure on the streets: he's an equal-opportunity helper whose neutrality is even respected by rival street gangs. Unfortunately, Wolf demands a pack, so Daniel has turned his eyes to Seattle to find one.
- A UCAS FBI Agent named Elizabeth Presley. She is a Lion shaman and has access to a wide variety of useful skills, including abilities as an interrogator, negotiator, and criminologist. She is mostly used by the FBI to assense crime scenes in search of evidence (how?). Unfortunately, her work has become routine; she longs for adventure, but she hasn't yet learned the dark side adventure can take
- Hariko, young Japanese woman who works as a yakuza bodyguard. Her parents were killed when she was a child; their killer kidnapped her, took both her eyes with a hot poker, and then forced her to fight other children in an underground arena. Nigh-supernatural aptitude and will to survive allowed her to thrive there, but the experience basically stamped the sentimentality out of her. Her express goal is to deny cause-and-effect by living an unintentioned life, purely in the moment, without consideration of past, future, or morality (I should note that this is exactly opposite of the player; she is approaching this character as a challenge to play against type). Hariko's skill as a combatant landed her a job as a bodyguard for a low-level yakuza coordinator; her skill earned her both fame and cyberware, further augmenting her combat abilities. She refuses to use guns; her only weapons are her body, swords, and a compound bow. (I should note that I'm not sure whether or not Hariko is SINless).
- A teenage child who was abandoned by drug-addict parents. His remarkable memory contains a "map" of Seattle, including hot spots, safe spots, and places to avoid. Lots of folks owe him favors; he's neither strong nor skilled in a fight, but he knows how and when to run. He has some latent talent for magic, but he has received no totemic call or training in Sorcery or Conjuring (that will come with Karma).
As you can see, it's an eclectic cast. Besides getting these folks together (THAT will take some doing), my biggest problem is that
all of them are altruistic (even Hariko's player -- she's gonna have to work HARD to play her character!), and thereby inclined to nuanced, progressive solutions.
But Shadowrun is not usually a place for nuanced, progressive solutions. Which brings me to my second question: how do I respect the world of Shadowrun? WellsIDidIt mentioned a spectrum from Pink Mohawk to Black Trenchcoat, and I want to respect it ALL.
My last experience with Shadowrun was seven years ago, and we were playing third edition (there were still
deckers back then!). I've never read the books, and the only lore I have to go with is from the manuals (I also read the wikis a lot). To my knowledge, the Sixth World is defined by the following tensions:
- The private sector versus public needs: can megacorporations really provide for humanity?
- Various nationalist or quasi-nationalist interests: the Native American Nations, the UCAS, Tir Tairngire, and... Aztlan?
- The little guy (SINless or otherwise) versus The Man (in this case, The Man is usually corporate)
- The Horrors and their heralds (Insect Spirits, Shedim, Wraiths, and blood mages) versus those who are in the know and determined to do something about it (though they don't always agree on the means)
- Toxic Shamans as a manifestation of the need for environmental and spiritual reform
- The ever-present conflict between post-humanism and the loss of humanity
- The conflict between sentiment and survival
- Egalitarianism, respect for life, free will, and nuance versus black-and-white and conservative thinking[/lil]
If I'm correct (and I'm pretty sure I'm close), most Shadowrun campaigns will fall somewhere within the above net.
But that list doesn't tell me what it smells like on the streets of Seattle. It doesn't tell me whether the fashion statement of choice is tats and died hair or trench coats and sunglasses. It doesn't tell me what kind of tattoos are popular, and why. It doesn't tell me what Mr. Johnson sounds like when he talks. It doesn't tell me what a bar tender or a fixer looks like. It doesn't tell me what my FBI agent's office looks like, or what her daily duties are, or what clothes she wears. It doesn't tell me what a yakuza operation looks like. It doesn't tell me about life in Seattle's equivalent of Central Park.
In short, it doesn't tell me anything about daily life in the Sixth World.
In closing, then: how do I bring my eclectic characters together, and how do I bring them face-to-face with the hard edges of the Sixth World without frustrating them?
Thanks in advance! I'm glad the Shadowrun community is still alive and well -- to me, Shadowrun was always a gathering place for eclectic, subversive folks, a bright spot of hope in a world that seems more and more like a car driving at 90mph towards a brick wall -- and everyone in the car is laughing and talking about how fancy the car is instead of putting on the brakes.
Cheers, all!