QUOTE (SIN @ Dec 29 2012, 05:19 AM)

I'd play at your table binarywraith

Half the fun of the setting for me is the dystopia - the fun morally questionable choices that the players have to make wouldn't be half as fun without it.
You can do this without having a dystopia. The big thing with a dystopia is that it crushes hope. That, ultimately, everything you're trying for will come to nothing. I don't like games like this -- I prefer to know that, if I'm pushing hard, have the right skills and the right plans, and the dice don't hate me, I'll ultimately
succeed.
You might have to make questionable choices - that's fine - you can do that outside of a dystopia. People do it all the time. The end-game of a dystopic setting however is that you're left with ashes at the end. (
1984, where the main character betrays everything he believed in and becomes a pawn in the machine, or
Brave New World, where the main character winds up killing himself because he succumbed to civilization).
I have made characters with strict codes of conduct, and they have been able to cling to these even in the worst circumstances of the game I play in - and face the consequences of doing so. You won't get this kind of thing in a dystopia - the setting won't allow it. You either capitulate, or you die as an example.
Actually, thinking about this - here's a good way to show a dystopian Shadowrun game.
-- Your first mission is to rescue a girl from her father to bring back to her mother. You succeed, only to find out that you didn't rescue her, you simply kidnapped her for her mother. You get paid, but you're now wanted by the police, and her father's intent on hunting you down. Minimum pay, big blowback.
-- Your next mission involves breaking into small company warehouse to steal information and plant a virus. You plant the virus, ruining the company's big reveal in a few days. You find out that the information you stole's worthless (now), and you never get the rest of your paycheque. The company was working on making a more ecologically efficient product, but can't now. If you were able to negotiate an up-front, you at least got a little money, but either way, minimum or no pay, big blowback.
-- Your third mission isn't a mission. Someone's been systematically killing off anyone who has reasonable contact with you. You need to figure out who's killing off your friends and contacts. Meanwhile, said contacts are trying to break off any dealings with you. By the end of the adventure, you find out it's the father from your first run. You can either kill him off (ignoring the fact he's kind of justified in having a hate-on for you), or you might negotiate to try to get his daughter back. You go with plan B, and try to break into the archology, infiltrate to the mother's estate, and get the girl. On the way to extracting her, an overzealous guard shoots and kills her. Good job. Now you've got the mother AND father after you.
The way this works out, is you get half-a-step forward, then go two steps back. The characters never really get anywhere, and are mostly spinning their wheels while everything falls apart around them. The GM never rewards the characters (a tiny bit of money if they're incredibly lucky, and karma), and every time they try to do the 'right thing' they're punished, and if they're not trying to do the right thing, they sink deeper.