I have an idea for running a more sandboxy downtime-centric game. It partly came from my experience GMing where I didn't feel like I did enough with the world, and also wanting more role-playing opportunities. I'm not sure the run really needs to be actually played out, but I liked the inversion of the amount of focus on runs vs downtime. It was written up in my own notes over time in notepad, so spelling and grammar ore probably worse than usual. April 1 is coming up, which may be a fun time to give it a whirl. Feel free to offer suggestions and/or steal it.
You're Shadowrunners, you go on runs to make rent and upgrade yourselves, and spend the rest on parties, taking down the corps, getting revenge, or making it look like you live a normal life with normal friends when your parents come to visit. One run per month, hopefully only taking a few minutes, then a full session of exploring the world and living your lives. Fitting for exploring the world-building, or just beer-and-peanuts slice of life comedy. Possibly also making Cowboy Bebop-themed Shadowrun where you fail a lot and need to worry about lifestyle costs. Probably more enjoyable for players familiar with the setting. Would 4th edition rules work best, because it's easier to call for a single roll for a particular skill without worrying about pools?
Run Rules:
Need to accumulate X number of hits (10 per player? More/Less? Depends on how well PCs are built and the amount of success you want them to have.) over 3 tests, with a small amount of exposition about what you're doing. Getting more means you get extra money, or make it through without injury, or have extra time for time-sensitive downtime stuff. Getting fewer means the Run failed.
Most rolls are Everyone needs to roll the same skill, or everyone needs to roll a role-specific skill (decking, sorcery, bluff, a weapon-skill, controlling drones, etc.) The totals from those rolls are added together.
Some rolls will be one person from the group makes the roll (perhaps a teamwork test), and everyone gets credit for that number of hits. Driving or fixing something would be examples.
Some rolls are instead using the worst roll out of all of the players. Everyone gets the score for their total, and some penalties may be added for doing poorly. Stealth or parachuting, for example. A character can get left out, but may not make any more rolls during that Run unless there is some sort of escape needed.
My goal is to require every skill during at least one Run, and try to avoid using any skill more than twice before every skill is used. A well-rounded team is probably a good idea, if you care about succeeding at Runs.
Downtime Rules:
I don't plan to kill you during Runs, so success mostly means you can pay rent and upgrade stuff. Constant success means a few more sessions about being rich, successful, and popular (for runners). Or finally using your accumulated power to fight The Man. Constant failure means more desperate downtime, like using your skills in clever ways to be able to pay rent, or needing to move to a cheaper neighborhood with worse neighbors. Both can be entertaining, and plenty of downtime stuff can be hacky sitcom premises or sandboxes.
Injuries from the run will carry over to downtime, as will spent edge. Downtime is much less structured than a normal run, and any goals will be suggestions like "how do you use your skills to make enough money for rent this month?" or "visit the Crime Mall". If the team has any goals, such as fighting the corps or getting their band to be famous, or making their neighborhood more livable for the downtrodden, those can make great downtime sessions as well.
Runs:
Improve defenses at MoM location in town: astral patrol, set up wards, improve matrix, in-person patrol and drive off Humanis, make friendly with locals and get their help.
Parachute into a facility, then use nature lore to find way out of woods. Survival skill if you do badly. Better score is more time for this month's session (which I guess should be a time-sensitive goal like earning enough money for rent).
Sessions:
Get into concert after tickets are sold out.
Get back riggers stolen/impounded van while you're all exhausted and beat up from the run.
X's parents are in town, and can't find out they're runners. Parents may also be there on a mission opposing you.
The face seduced someone for information, but they hit it off. Keep the bodyguards off non-violently (no alarms) while they're on their date.
Failed too many missions, need to make rent: illegal street racing, short grifts, drug dealing, get real jobs?
Need to babysit an extractee or someone who needs protecting.
Beat up a street dealer who was 1) being provided drugs by the Vory (or whomever) trying to get more control, and also is an undercover KE agent who lost the trust of the people they were pretending to join and can't infiltrate anymore.