Apocalypse World mechanics dropped straight into the 2nd edition timeline of Shadowrun, no re-skinning of playbooks,…

Apocalypse World mechanics dropped straight into the 2nd edition timeline of Shadowrun, no re-skinning of playbooks,…

Apocalypse World mechanics dropped straight into the 2nd edition timeline of Shadowrun, no re-skinning of playbooks, just slight tweaks to the economy.

Where does it break?

18 thoughts on “Apocalypse World mechanics dropped straight into the 2nd edition timeline of Shadowrun, no re-skinning of playbooks,…”

  1. Not entirely my idea alone.  My friend Caitlin Carlson  has told me many times of an AW game she ran involving two maelstroms.  The game I’m running does have a technology based maelstrom as well.

  2. Well, computer hacking mages does go against the canon SR, where magic is anatema to technology.

    I like the idea of two maelstrons. But maybe another characteristic to deal with them separately?

  3. Canon SR? What about the technomantic types of later editions?!

    Replacing bits of yourself in SR makes it harder for you to interact with magic mechanically. Unless you are a hideous amalgam of machine and sorcery!

  4. Good point. Hm, I remember freakishly long planning sessions before doing a run. I guess they would get dropped, but one could argue this rather fixes the game than breaks it.

  5. Richard Rogers  So are you asking if basic AW with maybe some custom moves can handle a SR-style story? Well, straight out of the box, I don’t think it would be the SR I want to play. Betrayal for one is a hard thing to pull off unless your group is into the open secrets and willing to walk into it (my group has proven adverse to this concept). As Flo Hoheneder  pointed out Read a Person and I will add Read a Situation makes being set up neigh impossible with out resorting to MC Moves that establish this after the fact or Fronts that can just ignore that line of questioning.The Magic Vs Machine element could be done with a Countdown Clock, but I think that that method might short-change the conflict. For me, half the fun of SR was getting to do the planning, which I have only found John Wick ‘s Wilderness of Mirrors able to capture.

    Now if you want a AW based Hack that looks like its heading in the right direction, check out Hamish Cameron’s The Sprawl. While more Cyberpunk can easily be drifted to include the more fantastic elements of SR.

  6. thanks for the detailed reply, Dave Bozarth. The whole secrets and getting screwed by Mr. Johnson was a trope of the game, but it is one I can do without, actually. The magic vs. machine struggle, that’s a very good point.

    This is good info to chew on. Thanks again.

  7. I am not sure it is is a “struggle” it was more like weirdly intersecting asynchronous developmental waves.

    (I admit it, I preferred Earthdawn… which is actually post-apoc… hmm!)

  8. Re: techno-maelstrom it seems like (still finding out…) the maelstrom in our currently space-coloured AW game is basically a horrible sentient internet. Complete with channel trolls! 😛

    I am interested in this talk of multiple maelstroms though!

  9. It’s pretty simple to run.  Each one has it’s own agenda, knowledge, ways to access, and abilities to effect the world.  For instance, Jacking in would be opening your mind to gain information available on the net.  Taking down a server computer system would be augery.  Meanwhile if you wanted to view the aether you do whatever you do and get to see freaky stuff there.  Again augury and other moves can represent spells. (want to fly, act under fire to use the spell).

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