Posted on July 26, 2016 by Monica Valentinelli
Court of Shadows is a brand new setting for Shadowrun 5th Edition that takes place on a metaplace filled with faeries, the Seelie Court, and rich details and characters. I co-designed the setting with Jason Hardy for this supplement, and contributed a huge chunk of the writing, too. I’m so excited to present this alternate setting, and hope fans’ll dig how I blended inspiration from previous sourcebooks into this unique metaplane.
Posted on August 17, 2012 by Megan
A short piece of fiction depicts a fragment of a ‘run: the forcible extraction of, of all targets, an opera singer! Then some recent history, beginning with an earthquake in 2005 that caused many people and companies to leave, and others to offer to cover the costs of rebuilding in return for deregulation, freeing the city to grow in its own sweet way. Whilst bodies like the New York Stock Exchange and the United Nations left, a new body – the Corporate Court – established its headquarters there, paving the way for a new role for the city as massive extra-national corporations developed. Much of Manhatten – the primary focus of this book – was paved over and new corporate skyscrapers built on top. Much of the subway and other below-ground areas, if not destroyed in the ‘quake, remain as the domain of the dispossessed and those who nibble around the fringes… and, of course, shadowrunners and their contacts!
Posted on August 23, 2011 by Megan
Presented as another entry in the JackPoint website/blog, and tagged with the warning to beware of icebergs, here is an eclectic discussion of all manner of things in and under the water.
First up, a discourse on The Reality of Sea Travel. Whilst people and goods are often transported by air, the sea is still used extensively, particularly for the transportation of bulky goods and for recreational purposes. The vessels used have developed, and submarines are no longer merely military playthings but used commercially, but sea traffic is by and large unchanged in its general nature. One thing to bear in mind is that watercraft can be leading, if not bleeding, edge or they can be archaic…and that these tech levels can combine in a single craft – consider a sailboat with the latest navigational and communications gear, for example.
Posted on April 8, 2011 by Megan
A couple of news stories and a police report set the scene before the Introduction runs through the standard background information for the GM on adventure layout and the specifics of running a game in a shared campaign. The Mission Synopsis then lays it all out, and the plot ties neatly back into what has gone before (assuming you played the previous Mission, Back in Business, that is!). How much of this the characters will ever find out depends on how they do during the ‘run, of course, but it’s likely that they will get the gist of it fairly quickly… and then have to make a very Big Decision.
Like most ‘runs, it all starts when someone has a job that needs doing – this time, it’s the law that’s hiring, and the job on offer involves discovering the identity of a mid-level crime boss. But even this introductory scene is well-described with plenty of atmosphere and incidental events that help it all come alive, as well as give the characters what they need to begin their task. Of course, nothing is as simple as it seems, and a couple of other groups start to take an interest and offer the characters money for information about what they discover in the course of their investigations.
Posted on March 28, 2011 by Megan
The new season of the Shadowrun Missions shared campaign takes the storyline to Seattle, and this first adventure opens with atmospheric fiction as a veteran local ‘runner takes a call about a job and wonders which of the newcomers to town might be up for it…
The overall approach to structure is interesting. With the core use of ‘shared campaign’ scenarios being at conventions or other settings where time is limited, it is necessary to make effective use of the time available and the structure is designed to facilitate this.
Posted on November 19, 2009 by Megan
After a brief short story demonstrating how a diverse group of different backgrounds might come together and meet foes known to at least one of them, this work dives straight in to present some new magical traditions. These traditions incorporate the underlying philosophy that a magic user might study, different ways of thinking about magic, and suggest the sorts of ritual practices suitable for a student of that tradition.
The first one is the Egyptian tradition. Magic users raised in this tradition base their beliefs on those of Ancient Egypt, using imagery and items from that period, scribing hieroglyphs and visualising their powers as emanating from an appropriate deity of the Ancient Egyptian pantheon.
Posted on December 20, 2008 by Flames
Walk on the Wild Side In the decaying urban wilds, war-torn cityscapes, and cancerous megabarrens of these Feral Cities only one thing is certain – they all harbor singular opportunities for those brave and foolhardy enough to explore their dangerous domains, factions and secrets. * Sprawls where the usual rules and constants of civilized society […]
Posted on November 10, 2008 by Flames
Announced at the Wizkids website today:
The Topps Company announced today that WizKids will immediately cease operations and discontinue its product lines.
Scott Silverstein, CEO of Topps, said “This was an extremely difficult decision. While the company will still actively pursue gaming initiatives, we feel it is necessary to align our efforts more closely with Topps current sports and entertainment offerings which are being developed within our New York office.”
Upon notifying our partners, Topps will immediately pursue strategic alternatives so that viable brands and properties, including HeroClix, can continue without noticeable disruption. To that end, WizKids will continue supporting Buy it By the Brick redemptions for Arkham Asylum, and the December Organized Play events for HeroClix.
Posted on October 25, 2008 by Flames
A Bad Beat Rocks the Street
The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can’t get enough of the stuff, and even beetleheads are giving it a shot. Tempo’s popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing.
Ghost Cartels is available at the Flames Rising RPGNow Shop.
Posted on August 24, 2008 by Flames
Three new Shadowrun titles are now available at RPGNow!
HACK THE PLANET!
Unwired is the advanced Matrix rulebook for Shadowrun, Fourth Edition. For everyday users, it explains how the Matrix works in easy-to-understand terms, and provides new software, qualities, and gear. For hackers and technomancers, it introduces new hacking tricks, malware, echoes, and sprites. It also covers system security and new Matrix phenomenon, from AIs to the resonance realms.Unwired contains everything players and gamemasters need for exploring the Matrix in Shadowrun.
Posted on November 24, 2004 by Flames
When asked about the difference between writing and editing within the industry in this interview, Michelle Lyons stated:
Editing for a game is… nitpicky. When you’re writing, you have to get ideas down and make sure the core creative push behind the work is solid. You want to get the mechanical end right as well, but you have to make sure the creative foundation is solid. As an editor, you have to make sure the rest of the construction is to code, basically. You have to make sure rules are stated clearly (and mesh with the rest of the system), you have to make sure that presentation is consistent, you have to make sure all the numbers add up, and on top of that, you have to make sure that the text is solid in style and execution, accessible to the reader, and preferably not something the author won’t recognize or wince at when he or she looks at the final book.
From learning about Michelle’s first experiences in the gaming industry, to reading about her thoughts on where the industry is headed, read this in-depth interview for writer, editor, and game designer Michelle Lyons.
Posted on March 23, 2004 by Flames
Popular artist Fred Hooper tells us about his work on Shadowrun, Obsidian: the Age of Judgement and other games in this interview.