In the previous series of posts, I examined the way certain games aren’t clear about how you should be playing them. Every other rules and procedures might be in the core rulebook, from character creation to equipment minutiae, you’ve got loads and loads of details but the book stays silent on how to actually play the game.
Shadowrun is a good example of this: in what you could call the “GM section”, you get no true directives to build a shadowrun. Isn’t that a bit weird, considering that the game is supposed to revolve around these jobs? Well, even in the 20th anniversary edition, you still have no tools to help you structure a shadowrun, no indications as to how much should a hit or an extraction job pay or how to plant clues in important locations.
Recently, I had the joy of discovering both old-school inspired games and highly functional sandbox gaming. So, what I’m offering now is to first examine what’s so satisfying in that old-school and sandbox mix and then see how we could import some of these features in a Shadowrun campaign. My aim is to provide play procedures without altering the rules found in the 20th anniversary edition.