So, recently, I have stumbled on old "Satanic Panic" videos for cops and concerned citizens from the 80s and 90s.
Law Enforcement Guide To Satanic Cults, circa 1994, that includes a speaker with a mullet: https://www.youtube.com/watch?v=Rt_T5EF-uzU
In this 80s video, the speaker claims that studying Zen and ninjitsu lead him to dungeons and dragons, and the devil: https://youtu.be/oKzae5Vl20E?t=12m5s
It occurred to me that Shadowrun would be the ideal system to run a campaign set in the 80s where the player characters are cops, community members, or investigators, and there are these goofy cults afoot. The kicker would be that the cults would be real, so the cult leader would be an actual mage or shaman, and maybe post-ritual some of the cult members would temporarily get physad powers or something, so that they would be extremely dangerous. They would train in ninjitsu so that you could have devil-ninjas plaguing small town America; maybe their physad powers would be balanced by the fact they all decided to stop using firearms. The idea would be to attempt the blending of survival horror with absurdist comedy.
One thing that appeals to me is how something like an evil mage, in a game world where everyone is a mundane, would be a formidable but not invincible opponent. If the mage is ready for you, or is coming after you, you're probably toast, and his astral perception and projection abilities would provide him tremendous recon powers once he knows someone is onto him. But at the same time, statistically speaking he can be defeated, and if you were to succeed in outsmarting him somehow it wouldn't be particularly difficult to just shoot him in the back or something like that. In order to address issues of meta-gaming, as the GM I would simply say that books in the local library on the occult outline what the players already know about magic in Shadowrun. I see it as being an interesting role-playing challenge, kind of like trying to outsmart or defeat a powerful litch.
Since the game would be set in the historical 80s, that also opens up a lot of room for creative approaches and thinking. Instead of the game world being defined by limited sourcebooks, instead, history is the sourcebook. The player characters can try anything that plausibly could have been attempted in the 80s in real life. There would be room for horror-type storytelling, extremely challenging battles, and commentary on the absurdity of society.
Of course, whenever I do anything with Shadowrun, I can't keep my sense of humor out of it, so I've already imagined the following pieces of period equipment in SR3 terms:
80s Guns
Wondernine (5M damage, SA, magazine capacity as you wish depending on model up to 18 rounds or so)
Police departments across the US have been recently ditching their trusty service revolvers for various 9mm handguns of European origin, having been wowed by the novel concept of double stacked magazines. At first enthusiastic about the so-called "wondernines", eventually they would come to realize that these sidearms seem to lack stopping power, plus having 18 rounds in the magazine isn't always desirable from a PR standpoint if this seems to encourage officers to bullet spam suspects.
1911 (6M damage, SA, magazine capacity 7+1 rounds)
The classic military sidearm has a light, crisp trigger pull and a low magazine capacity, so it's not generally in use by government agencies anymore, although it's popular with collectors and civilian competitive shooters. That being said, it has a legendary aura about it, which counts for something in the world of magic. +2 power versus Communists and Fascists.
Big Revolver (8M damage, SS, cylinder capacity 6 rounds)
A trusty American institution, the police tactical revolver has reached a historical apex of elegance, accuracy, and reliability, since it has just been discarded in favor of the Wondernine. This particular revolver is named after a snake and is made with pride by a legendary manufacturer. When police departments were using it as an official sidearm, they didn't generally load magnum ammunition into it, but now that it's a civilian collectible, go for it! The damage code reflects magnum ammunition; if used with .38 special use the Wondernine damage code.
Plastic 'Nam Rifle (9M damage, SA, FA, magazine capacity 20+1 or 30+1 rounds)
It was designed by a Stoner so it could be used in the jungles of Southeast Asia while stoners back home protested. By now it's as iconic as Superman in representing truth, justice, and the American way, and it may have triangular handguards. With a cyclic rate of fire of 650 rounds per minute, a single Full Auto fire action taking place during a 3 second combat turn may discharge up to 30 rounds or so, instead of the standard 10 round maximum. To encourage cinematically appropriate failure of this weapon system, use a computer dice roller so that each round fired has a 2% chance of causing a stoppage requiring a Complex Action to clear. If this happens more than a few times in a given campaign, conduct a Congressional inquiry.
OPTIONAL RULE:
Once per campaign, a character with a background reference to 'Nam may gain an additional initiative dice when using the Plastic 'Nam Rifle. In order to do this, the player must play back an iconic piece of popular music associated with the Vietnam War such as Paint It Black or The End ( https://www.youtube.com/watch?v=wRwwUZLV-IE ) and the bonus is in effect only while the song is playing. (So everyone better get through their turn quickly to let you roll as many initiatives as possible!) This is meant to be a reserved as a dramatic and cinematic turn-around when facing seemingly hopeless odds.
80s Electronics
Giant Cell Phone
If you want to be able to call people without quarters, you must use this phone, deploying the giant antenna first. When swung as an improvised weapon inflicts STR + 1 M stun. Be sure to say, "Hello Moto!" when it makes impact with some ninja's face.
May be swung by the extended antenna one time to gain a +1 reach bonus, but this rips off the antenna and disables the phone.
Apple II C
Want to be an elite "cyberpunk"? Just carry around this computer in a giant camping backpack so you can set it up in the field and do all kinds of nefarious things with 64 kilobytes of fury. Provided you can find a power outlet. Enables use of the Computers skill in the field. Unfortunately you also have to carry around the CRT monitor for the system to be usable.
The CRT monitor may be swung as an improvised weapon for STR D stun, but this breaks the monitor and disables the computer until another monitor can be procured.
Since this computer boots from 5 inch floppies, if the person carrying the computer ever gets set on fire, the floppies melt and the system is disabled until they can be replaced.