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42

When I think of noir, I think about the following elements: crime, betrayal, temptation (often sexual), urban settings, pessimism, cynicism, and no-win situations. There's also a host of cinematic techniques that don't translate precisely into non-visual mediums, so I'll leave those aside for now. Shadowrun has crime and urban settings covered, so that's ...


32

If you feel it's not going to constrain the sorts of adventures you provide for the PCs, it seems reasonable to allow it. But you'll want to keep in mind the fact that employers (particularly megacorps) will demand a lot from PCs: Conflicts of interest will not be allowed. If you work for Ares, a Mr. Johnson working for Aztech hires you, and one way or ...


31

In general, guns are more powerful than swords, for a couple of reasons: Range A gun can be fired twice in one round A gun can be used to do more damage, make it impossible to dodge, or attack multiple targets, using the burst fire rules Guns can't be parried using close combat skill ranks Swords have the following advantages: Give enemies a penalty ...


31

Well, from a literary standpoint, I'd say it's because the games you mentioned represent specific genres in which the concept of cyber psychosis does or does not fit. The cyberpunk genre is one in which, despite considerable technological change, human nature is proven again and again to be a nearly-unchangeable constant. This makes for some awesome 'human' ...


23

I'd add to this that some more setting/mood elements can help tip the game into the noir bracket. rain, rain, rain — light mists, strong downpours (rain has it's own moods), slipping in combat, important papers getting wet, it's a damned inconvenience everyone smokes — they're asking characters to bum a light, bars are filled with smoke, people carry ...


22

Several things you could do Pair them with an NPC mage for a specific mission, showcase the things the mage can do for them then, alas, said mage has to go. Face them off against a mage, the things that get thrown at them should impress and make them think about what more the group could do if they had one too. Set them up against a mage-problem, something ...


20

N.B. I'm not particularly familiar with the hacking rules of Shadowrun. However, this is a general response on how you might structure your game for a more cinematic experience. Try designing your missions so that the hacking and the rest of the job run in parallel. For example, the ultimate goal is to gain steal a piece of prototype hardware from deep ...


20

A few thoughts: For most folks lower on the pecking order, especially in the 'Plex, everything is ersatz. A burger isn't beef, it's soy. Your coffee is soy. You don't want to know how that beer was made. Fruit? What's that? The shirt you bought a year ago is already tattered, because it was made to only last a year. Something hand-made of wood is a rarity, ...


19

Technomancers are powerful for three reasons: compiling new Complex Forms, overclocking existing Complex Forms on the fly, and sprites. Take a look at a Technomancer next to a pure hacker at character gen. Hacker's going to win the hack game every time. A TM needs to spend massive amounts of points into being good, because their abilities are spread out ...


18

Technomancers do not need a commlink. SR4 p.69: Technomancers are a new and unique character type in the Shadowrun universe. Emerged characters are mysteriously able to interface with the global Matrix via their "biological PAN' without resorting to foreign hardware or devices. SR4 p.93: Technomancers can access and manipulate the Matrix ...


18

@Rob's answer has some good points, I'd take a different tack, mainly because if there is an NPC mage that they like, and your girlfriend's mage won't fill that same exact niche then there can be some hard feelings. A few ideas to get you started. Send them against a strong magical enemy. Have the fixers say something like, "Normally I wouldn't throw this ...


16

We have been playing a Shadowrun 4th Edition game for a very long time now. I find the rules system to be much easier to understand/operate, and the dice rolling is pretty straightforward. I have been playing Shadowrun since 2nd Edition, and personally, I think 4th is the best yet. Setting wise, the biggest new addition (as Numenetics stated) is the ...


16

I think there is very little to add to Bryant's response, but I think that one item is quite significant: the act of betrayal by the main character. The feeling of this genre is often invoked by the atmosphere of disillusionment which pervades the actions and reactions of the main character, even if we do not know precisely what sin they have committed. ...


16

I suspect that trolling would still be around in the 6th world--at least for us old timers. UGE only started for elves and dwarves in 2011 (this year) and magic wasn't strong enough to change orks and trolls until 2021. So trolling, as an expression has another 10 years to set itself into the collective conscious. For the younger set I would probably use ...


15

Integrating an artificial limb or organ in place of a lost original seems to be, according to the literature (in the "related scientific resources" sense, not in the "fictional accounts" one) prone to cause problems. I haven't dug deep into it, but even skimming the top google finds seems to suggest that organ replacement can (though not necessarily does) ...


13

A resonance realm is described as feeling similar to a UV node for a technomancer. The following is a bit of fluff describing a resonance realm, but I feel like it could also be applied to a UV node: There is a certain feeling that every technomancer knows when diving through the Matrix. It's more than the constant buzz of data traffic in the ...


13

How? This is the easy part: Detect Active/Passive Wireless Nodes (Core Rules 20th, p229): You automatically find all of the nodes within Signal range that are in Active or Passive mode. And: Detect Hidden Node (Core Rules 20th, p228) [First paragraph is about finding a specific node, less relevant] You may instead make a general search for Hidden ...


13

Mundane is a pretty tricky word for Shadowrun. I'm writing with the assumption that you're asking for the elements of a "baseline" game of SR. I. Don't try anything fancy. Simple as that, keep to the core book for a while - meaning less options to manage. You'll have plenty on your hands already anyway. An interesting run will include varied elements from ...


12

I have always run cyberpsychosis being due to the strange detachment that cyberware would impose on the character. In many novels affects are mentioned like: Eyes that never feel tired, when the rest of you is ready to drop (cyber eyes) (1) Always feeling everyone is slow (due to cybered reflexes) (1) Slightly wrong feelings from replaced nerves (cyber ...


12

You have to tailor "challenging" to the reality of your own campaign. Nonetheless, people with 15 dice in their pool are supposed to be quite rare in SR4 (the mechanics don't allow you to get many more than that), so if your players have reached such exalted heights, make sure you give them appropriate (high but not absurdly so) thresholds for tasks that ...


12

A character who had done jail time would have had a SIN while in jail, but might have lost it in a variety of ways afterward: had a decker wipe it out as a favor, had the database destroyed as a side effect of someone else’s op, had it trashed on release because a vindictive warden didn’t want him to be able to get a legitimate job afterward, got it purged ...


11

The current Shadowrun Missions are set in New York City. Catalyst Game Labs has published a 32 page PDF guide, Shadowrun: The Rotten Apple: Manhatten, which is available for sale from their web store for $3.95. There are nine adventures available also on the web store. The first one, SRM00 Everyone's your Friend is free. All of the others are $3.95.


11

SURGE is an acronym of Sudden Recessive Genetic Expression. It occurred in the 2060s with the return of Halley's Comet (SR4A, p. 32 & p. 54). In 2061, a massive mana pulse affected revelers bathing in the holy waters of the Ganges. The traits expressed by some were unusual skin tones and a pair of extra arms. They are called the Nartaki (Dancers) in ...


11

Use suppression-fire exclusively. All recoil is bypassed. You're not really aiming, you're just spraying an area and hoping people are stupid enough to be there. You won't deal as much damage as focus firing will, but you'll hit a lot of people. The entire point of the miniguns, combat mechanic-wise, is that instead of base damage, they deal 1.5x base ...


11

From what I gather, you want to 'punish' your team so they regret they didn't have a mage with them. Any mission where you add magical security such as watcher spirits or the like to the enemy's arsenal should have them screaming for some magical ordnance. Example:Hostage situation The team is hired to rescue a hostage held by terrorists in a derelict ...


11

Keep it in setting. Shadowrun is not a happy place; if you forget this it'll be way too easy. If you've ever played the video game Deus Ex, that's how a Shadowrun campaign should be running; perhaps not even visibly to the players, but behind the scenes. The bad guys are impossibly more powerful than the players (who may themselves also be bad guys), and as ...


11

Day jobs in general require special consideration. I've found the Day Job flaw to be one that is easily abused; most of my characters when I'm playing in someone else's game have them. I'd consider special qualities before working for a megacorporation. Reputation. This sounds a little weird, but I'd make them take the Fame flaw in addition. Why? First, ...


11

A simple addendum to the other answers: ...furthermore, you'll be subject to constant security screenings. Your actions and contacts will be monitored practically all the time by internal security, no matter how great buddies you are with (practically) anyone in the corp. In fact, if you're on friendly terms with or simply work close to anyone powerful or ...


11

Removing their powers is clearly a bad idea, as you've stated. Players really don't like that. So you're left with Don't go to space Change the game so magic works in space just like it works elsewhere Invent a reason why magic-users can go to space and still use magic for this mission So give them an item of some sort which lets them use magic safely if ...


10

Rules for designing a new spell appear in Street Magic, pp. 158-162. A couple of excerpts: A shamanic formula may be an item such as a painting, a carving, a set of runes, or a medicine bag. Hermetic formulae are typically represented as written/digital texts or complex diagrams composed of many arcance symbols. The formulae contain the same concepts ...



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