In my previous thread, "What happened to magic...?", I was talking about the various changes to magic that have occurred over the past four (ish) editions since SR2 (the last time that I played Shadowrun). It was at the time the latest edition. Clearly, it's been a while.
If it wasn't clear, rightly or wrongly the Shadowrun rules weren't working for me principally because I was trying to draw in the (originally) related settings of Earthdawn and Equinox (Fourth and Eighth Ages, respectively). Yes, I've been interested in running some variation of that campaign and, while I could have used the Shadowrun system (it would have made things easier?), I ended up using another one: GURPS.
Mea cula. In my defense, it has a lot of stuff covering the various things that I want to explore in excruciating detail. All that it needs is a Shadowrun etc. "feeling" magic system and I'm kinda good to go.
That's not the point of the thread, though...
In summarising the events leading up to the setting of Equinox, the 8th Age, it struck me that the authors had made the decision to put the game so far into the future that its connection to previous settings didn't really matter. I mean, it's at least 10,000 years in the future. I mean, at at least 10,400 years past 2,100 ACE, it's "the year 10,500" which beats at Dune by a good three centuries. That's "anything goes" territory, which is probably the point--so far in the future that current standards of technology etc. don't really matter.
Yet in so doing, the author(s) created something that seems to have broken more away from Shadowrun than in some ways Earthdawn did. Arguably, in some ways it feels less like Shadowrun even though it has only bounced ten millennia into the future rather than it's past. It doesn't feel connected. Equinox ends up feeling like Spelljammer.
(I'm not saying that it's a bad game, nor is it a terrible setting. Rather, I'm talking about the sense that it doesn't feel as grounded in Shadowrun as I might like, at least part of which is in the design of the author(s) and not just because a license was lost,)
ENOUGH! SO WHAT ARE YOU TALKING ABOUT...?
What I'm wondering about is a future vision of "Shadowrun in spaaaacccceeee" that is grounded in the Shadowrun of the now. Or, at least, some reasonable point of reference in the current Shadowrun history. After all, 5,200 until the next Age of Shadow is quite some time away in the innovative, technological society of the Sixth Age. (This is before one gets to the changes in the magical field wrought by the Atlanteans/Therans in perpetuating the Fourth Age beyond it's natura lifespan of the Cycle.)
So here's the fun game, at least for me. Take the Shadowrun setting and put it into spaaacceee. The end goal is to colonise other worlds and form a distinct little "empire" for metahumanity that is predicated upon some of the aspects laid forth in Equinox, e.g. it's ultimately done between active worlds in active mana cycles. It requires advancement of technology to create "biomachines" whose materials can channel mana and, thus, the development of hybrid spirit-tech/ships.
But how is this made to feel more like Shadowrun? In the short-term, what about the Sol system and the development of a bigger space program from the corps and what remains of the governments? What worlds/planetary systems would be the focus and for what reasons?
I would imagine that the short "future" history would be more detailed, then heading over to more general historical sweeps as you got further into the future.
How does this gel with some of the information presented in the recent materials with stable metaplanar doorways (the origins of "fold shadows"?) and perhaps some other metaplanar shenanigans with lost races or whatever?
A FUN DISCUSSION?
Well, that remains to be seen.
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