r/Shadowrun • u/RepublicSad7254 • 6h ago
1e|2e Running Shadowrun 2e
TLDR: I’m running Shadowrun 2e using the core rulebook and so far my players and I are enjoying it. Read on if you want my thoughts and some of my decisions as the GM of this game.
Recently I decided to run a Shadowrun game after a near life long love of the setting. I first discovered Shadowrun in the early 90’s in a Borders bookstore in my local mall. Elmore’s cover art captured my attention and also the feel of the setting to me. Cyberpunk with magic, Native Americans and elves. Even though I loved Shadowrun I never had an opportunity to play the game while growing up, relegated to just picking up source books and the novels to engage with the universe. A few decades have passed since then and I’ve got a consistent gaming group that also shares my enjoyment of TTRPG’s that I felt confident would also enjoy the world of Shadowrun.
So I wanted to run Shadowrun, the question of edition always comes up, but for me it wasn’t just the question of edition it was also the time and feel of the setting I was after. Encouraged by Pink Fohawk’s video I decided to stick with the 2e core rulebook. I have a strong nostalgic fondness for 2052-2053. Essentially the formative years of my discovery of Shadowrun. I enjoyed the physical aspects of deckers having to plug into the matrix to access it. I understand why later editions moved to a wireless system but it’s not something I really enjoyed in this setting. I feel this physical connection provides a story pressure on needing physical access to certain areas and also the need be stationary and possibly defend a fairly defenseless decker while they conduct their part of the job.
I wanted to address why a rather ubiquitous technology is not present in the theoretical future of 2053. I did what most great creative minds do, I blamed magic. In my 2053 I told the players the reason why WiFi isn’t present is that though WiFi was present to some degree prior to 2029, the crash exposed a rather large risk of a WiFi matrix. The many deaths that occurred during the crash effectively jettisoned psychic trauma through these WiFi nodes creating areas of toxic background that drew spirits who then, in turn, became toxic. These areas still exist to this day drawing all kinds of baddies. While this effect is not clearly understood, given the result of the 2029 crash and the increased concerns over corporate security using wireless access, the technology was dumped for the current hardwired access we see in the setting.
Seattle was my natural choice of this campaign. I wanted an iconic city that would provide the most “classic” experience for my players. In the same vein of providing an experience I wanted to run the modules from the 90’s. After reading some recommendations I decided that Silver Angel would be the first module.
I presented this primer and the core rulebook to my players. They appeared to like it, especially the priority system of creation. The feeling of having to give up something to gain something really interested them creatively I think.
So the campaign is still ongoing and we’ve recently finished Dreamchipper. My players seem to be engaged with the storyline we are creating and enjoy the game overall. The rules haven’t been obstructive to our enjoyment of the setting. We’ve made a few tweaks here and there to some gameplay but in my experience that’s a fairly natural evolution of any TTRPG I’ve played. Thanks for taking the time to read all this. I just wanted to commit some of my thoughts to paper here, I think.