QUOTE (NiL_FisK_Urd @ Jan 15 2013, 04:54 AM)

This looks quite good, except for "Players are the heroes". I always liked it that in shadowrun, you are a pawn in the game of dragons, corporations and organized crime, struggling to survive and making the big coup that allows to retire on a private island. If i want to be a world-saving hero, i play DnD or such a game.
You might be a pawn, but you should still be the protagonist of
your story. Hell, in real life we're all just cogs in various political/corporation machines, casting our votes, soaking up advertisements, paying our taxes, buying products and getting stuck working overtime -- but we're all
our own main characters, right?
One danger of having a quarter of a century's worth of metaplot running around is that characters can feel like footnotes. There's also the simple fact that we, as writers,
can't write about every PC ever, but we
are in charge of NPCs. So there tends to be a real setting/NPC focus in published materials, because that's the only part of the game we have any control over (just like a GM mostly plans an adventure by thinking about environment and NPCs, because those are the parts he
can plan for, the PCs aren't nearly so predictable).
It's a danger many of us writers are well aware of, even here in SR4A (not talking about any plans for SR5, here, I'm just a fan talking about the game, right now). We know it
can happen, and that maybe it even
has happened in the past...but we're wanting to make sure the focus stays on the player characters, whenever it can.
I try to go out of my way to keep that from happening in the adventures I write -- off the top of my head I can think of at least three times, in five adventures, that I do this in
Elven Blood -- by occasionally outright
saying "Yeah, this NPC contact they've got can probably handle things, but screw that. Your PCs are the stars of the show. Make sure the NPC doesn't do anything and let one of your players knife-fight this gang leader, instead, because that's way cooler," or "There's lots of NPCs in this last big climactic fight, but roll imaginary dice for most of them and make sure that it's your PCs who decide the overall outcome," or something like that.
History is about socio-political forces beyond the control of any one man, huge armies and logistics and weather patterns that have decided the fate of nations, or economic forces that crush everyone and steal hope. A good
story is about William Wallace and his claymore kicking ass, or Robin Hood trying to do what's right, or a lone gunfighter standing up to a cattle baron.
Shadowrun should be full of those good stories.