QUOTE (Randian Hero @ Jan 10 2010, 07:17 PM)
In others, it seems like somebody read a few chapters of history textbook about the Civil War and the collapse of the Soviet Union, and decided to run with it in the most ridiculous way possible.
Shadowrun actually predates the collapse of the Soviet Union. I have found some of BattleTech's 1980s prognistications about the collapse of the Soviet Union very prophetic, though BT suggested there'd be a civil war in the 2011s rather than Perestroika in the 1990s.
The history of SR is actually inspired by a lot of 1980s science fiction memes rather than a casual perusal of history. It was also written for coolness factor and to avoid conventional or jingoistic futures. This involved dystopia, balkanization, pollution, overturn of existing orders, etc. Injuns and the CAS/UCAS split were means to an end - if they hadn't done it, some other new factor would've.
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This is all personal taste, mind you, but here are some things that I try to omit as much as possible with my Shadowrun games:
I'll keep that in mind, though it looks like some posters didn't.
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1. Magic -- I realize it's kinda the whole impetus behind most of Shadowrun, but things like the NAN, street mages, and all that just make me sigh. I realize, of course, that a small degree of it can be useful (even cool if done right), but for the most part I avoid it like the plague.
After so many hard-SF games in the 1980s, I really jumped on Shadowrun for its magic. The preview cover of SR1 in a FASA catalog, with magic and technology splashed on the panel, caught my eye and imagination. I bought that as soon as it was available.
But there are certain lines I like in SR, and technomancers cross one of them. In my current game, I've pretty much plugged my ears and gone "lalalalalala" about technomancers. Magic and technology mix too poorly in SR, IMO, for technomancers to work. So, they aren't in my campaign. Most other magic is present.
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3. Native Americans as a superpower --
I bought it hook, line, and sinker in the 1980s, and it was cool for me then to look at a US balkanized into so many little pieces. Then I got through college where I found some demographic data and got a course or two of economics, and the whole thing started looking a bit silly. Native Americans (including those of noticeable fractional Indian blood) are under 1% of the US population. For the NAN uprising to work, tens of millions of Americans had to be displaced; tens of millions of Native Americans had to be invented; and the required military setbacks were ludicrous.
Rather than try to fix the existing setting (which did have a lot of alternate history - food riots, different laws, different technologies in the US in the 1990s, so maybe the canon timeline had a much larger Native American population resulting from their ancestors being resistant to European plagues), I called my current campaign a variant timeline. Real history (and demographics) was, for the most part, in place through 2010 - no Seretech, no food riots in New York, just the stuff you've seen on CNN for the past 20 years. Native Americans did have an uprising, but what they achieved was a reversal of the reservation system: they nominally run much of the former federal land in the US and Canadian West, while "Anglo" government is constrained to smaller municipalities. In practice, the poverty and small numbers of Native Americans means they have little authority, and are heavily dependent on federal taxes to fund their governments (which cannot interfere with interstate trade, movement, communication, etc.) If it wasn't for memes engendered by all the maps with huge "NAN"s splashed across North America, the NANs would be largely ignored.
Since the NAN "secession" really involved nothing of the sort, Tir Tairngire was all but stillborne. Tir tried to secede from California when California made a power play for more federal tax support by nominally seceding, but California's secession went so badly (Japanese invasion, Aztlan invasion, Elf secession) that it promptly re-applied for admittance to the US. The US took CalFree back as a commonwealth (to avoid its huge, disruptive House of Representatives bloc reforming in Congress), kicked the Japanese and Aztlaners out, and arrested most of the elf secessionists (certain ring leaders ran off to Ireland/Tir na Nog).
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4. CAS -- Maybe someone can explain this one to me, but from what I gathered, the CAS secedes virtually without incident and the UCAS is kinda like, "All right, I guess. We just grabbed Canada so no big loss. Oh yeah, and we're tired of dealing with California so we'll let them walk too." You've got some congressmen and senators who secretly plot to secede from the union, and yet nobody seems really bothered in the southern states that this happened. With the UCAS reeling from the crash (*groan* and the NAN), I strongly doubt that they'd be willing to casually ditch some of their biggest contributors to their GDP without a fight. I guess the parable here was the collapse of the USSR, but it's kinda difficult to draw the same conclusions with a completely different system of government.
Nitpick: The CAS secession was written before the Berlin Wall came down, let alone the USSR's collapse.
You've summarized the canon CAS secession fairly well, but my "between the lines" pet interpretation was that it was a result of still-young megacorps attempting to break up the large governments that could threaten their newly-found sovereignty, an immature gesture of corporate power they later regretted (a huge free trade market further fragmented and impoverished; they got power, but not money).
From that basis, in my timeline, I kept the secession, but it went differently. Virginia stayed in the Union this time, since the whole state basically lived on US federal jobs and the new CSA offered about 1/4 the population, and thus taxes, and thus federal (confederal?) work of the UCAS. With so many northerners settling it, most of Florida stayed in the Union, too, though it lost Northern Florida (panhandle and points east) to the CSA and Miami to the Caribbean League. When Aztlan invaded Texas, the UCAS and CSA restored their friendship by successfully driving out Aztlan (because nothing makes Americans smile more than a good beat down of a 3rd World Nation). In the following years, the CSA and UCAS have knitted back together somewhat - they share a common currency, open borders, highly integrated defense institutions, and cooperative tax agencies (resulting megacorps trying to undo earlier damage), but the CSA (now with about 1/5th the population of the UCAS, which grew faster) is definitely the junior partner everywhere but in the minds of Atlanta's politicians.
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Anyone else have issues with these things, or even issues of their own that they like to omit from canon to suit their games?
A few, noted above. A couple of others:
One of the others in my setting is that nuclear reactors include a crazy advanced architectural feature known as a "containment dome," so even though a number of additional reactors melted down after 2010 (usually when ecoterrorists attempted to cause melt downs to illustrate the dangers of nuclear power) the problem was entirely restricted to the containment dome. As a result, the setting is deficient of the dime-a-dozen nuclear fallout zones found in the canon setting.
Another change is that I follow the pollution-fighting trends of today's world, even though it detracts from the Bladerunner-esque pollution-choked cities and dark, smoggy skies. Fusion power (both electrical and industrial heating) has cut out a lot of industrial sources of pollution, while fuel cells and advanced batteries make ground transportation very clean. I use the "clean future" to highlight social rot to the players: Their PCs wander through greener-than-ever city parks with crystal blue metropolitan skies overhead on their way to do something horrific, illegal, and immoral for their megacorp employers.