Thoughts on gamemastering and Anarchy

Shadowrun: Anarchy has been out (Battleshop, DriveThru) for just over a week now, and I’m really pleased by how it’s been received. One of the things I’ve really enjoyed in my Anarchy games is the new gamemaster skills I’ve worked to developed while playing.

I started out my gamemaster life as a kind of novelist/gamemaster, one who had a very definite story in mind for the players to follow. I was stubborn about this, too; I knew what the players were supposed to do, where they were supposed to get information, and things like that, and if they weren’t following the proper path, I had no qualms about stonewalling them until they got on the track. So yeah, I wasn’t a great gamemaster. But when I wasn’t running games, I got to be a player a lot, and I’ve played with a wide range of different gamemasters, with a wide variety of strengths for me to learn from.

Two gamemasters in particular that I’d like to talk about happen to be the stars of the April Fool’s Shadowrun movie we made a few years back (which, sadly, seems to have disappeared from the web). One of the things I noticed about both of them when they ran games is that they were incredibly willing to take the plot in new directions based on what the players did. When we made a choice, interesting things happened. We didn’t hit dead ends—we found opportunities.

This is not to say there was no such thing as a bad or inconvenient choice. There were rash or unwise things our characters did, and that affected the story for many sessions as we lived with the consequences of our decisions. But that was the thing—good or bad, our decisions had consequences and shaped the story. They did not have a planned plot so much as they had a plan to have us shape the plot.

This sort of gamemastering was very much on my mind in developing Anarchy. Not coincidentally, both the gamemasters I’m referring to have significant improv experience. Anarchy refers to improv concepts repeatedly in the book, especially the “yes, and” concept of adding to what the other players are doing, instead of detracting or moving away from it. Anarchy puts the story first, and that’s led to a change in the way I prepare to run games—a change that affects the way I run Shadowrun, Fifth Edition, too. My plot preparations have been reduced; I have a few twists I’d like to introduce, but for the most part I’m gathering interesting people, places, and things, then waiting to see how the players are going to encounter them. The framework will be set by the players’ choices—my job is not to dictate what choices they make, but rather to ensure the choices they have are meaningful.

That’s critical in Anarchy, because the emphasis is more on narrative than mechanics. All the critical aspects of Shadowrun—magic, tech, Matrix, etc.—are there, but streamlined, and some power is shifted from game mechanics to collaborative storytelling. One of the great joys of Shadowrun is finding the exact right tool (whether that be gear, cyberware, a spell, or whatever) to make a job work right. In Anarchy, it’s less about having the right piece of gear (or, in Anarchy parlance, the right Amp), and more about coming up with creative ways to move a story forward, using what you have to inspire invention and creativity. Anarchy isn’t trying to compete with SR5’s wealth of rules, so there won’t always be mechanics for what a given item does in a certain situation (indeed, some pieces of gear have no rules at all). The plot isn’t already determined, with the players just trying to figure out what’s going on in the gamemaster’s head. Instead, they are making it happen together, from the broad strokes to the particulars of how some items work or interact with each other. That flexibility is a key part of the game, and an important way to unleash the creativity of people at the table. I’m excited to play with more people to see just how the Sixth World unfolds in their telling of it.

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Anarchy release! SR5 reprint with comprehensive index! The shadows just got brighter!

Update: SR5 Master Index Edition links now updated!

Update 2: Links to places to buy Anarchy and cover preview added!

Hey, chummers, we got a lot of Shadowrun goodness for you today! First, we have the electronic release and print pre-order of the highly anticipated Shadowrun: Anarchy ruleset. Built to be fast-moving and easy to use, Anarchy takes some basic concepts of Shadowrun, Fifth Edition, mixes it with some narrative role-playing styles, and comes up with a whole new gaming experience. Want to check it out? Here’s where to get it! Battleshop, DriveThru. And here are a few more details:

Man. Machine. Magic.

Shadowrun. The Sixth World. Orks in pinstripe suits with uzis; mohawked dwarves jacked into vehicles racing through megasprawls at breakneck speed; humans casting fireballs at corporate-trained paracritters; elves hacking the Matrix for a datasteal of the latest tech or working to topple an upstart corp. It’s where man meets magic and machine.

Dive into a cyberpunk dystopia and become a shadowrunner, a deniable asset who does the jobs no one else can—or will—do. It’s not an easy life, but it beats selling your soul to the megacorps. You’ll break into top-secret labs, stand up to gangs bent on destruction and chaos, encounter dark spirits hiding even darker secrets, and come face to face with some of the infinite dangers the Sixth World can throw at you. And you’ll come out on top—because if you don’t, you don’t get paid.

Shadowrun: Anarchy is a new way to get into the best cyberpunk/urban fantasy action around. Based upon the rules-light and easy-to-learn Cue System, Shadowrun: Anarchy is a narrative-focused game experience that has everything you need to quickly grab some gear, load up on spells, and get to throwing the dice. With loads of characters and missions, the book makes it simple to get up and running. Immerse yourselves in the Sixth World!

AnarchyCover

We’re very excited about Anarchy and hope people have tons of fun playing it, but we want to make it clear that our beloved SR5 is not going anywhere. The new fourth printing of SR5 should be hitting stores now, and it’s about to be a free upgrade for PDF purchasers. What do you get in your upgrade? How about a comprehensive index of all the core books? Run & Gun, Run Faster, Street Grimoire, and so on. It’s in there! So get your upgrade and enjoy! And if you haven’t bought a SR5 PDF yet–there has never been a better time! Here are helpful links: Battleshop, DriveThru

And while we’re talking about new things, did we mention that the sixth season of Shadowrun Missions concluded with Falling Angels (Battleshop, DriveThru). Does your runner need a challenge? Then send them through this particular wringer and see how they come out. Here’s a little more info:

All Going Down

Tensions don’t simmer for long in the Sixth World. They build, and then they explode. In Chicago’s Containment Zone, that time has come. From the hunt for the missing Samantha Villiers (in her various guises) to rising gang tensions to mysterious strangers building power bases for secretive purposes, there are plenty of unstable reagents mixing in the CZ, and they’re about to blow. Shadowrunners are going to be right in the middle of it all—aren’t they always?—and they’ll have to see how many lives they can save. Including their own.

Falling Angels is the dramatic conclusion of Season 6 of Shadowrun: Missions. Drawing on plot elements and characters from previous Missions, this job brings the storyline to an explosive conclusion while setting the stage for future jobs in one of Shadowrun’s most chaotic settings. Jump in for a wild ride!

FallingAngelsCover

So enjoy the Mission, get ready to ramp up to Season Seven, play Shadowrun with SR5 or Anarchy and, whatever you do, have fun!

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Great New Shadowrun Fiction Available!

We’ve two new Shadowrun fiction epub novels now available.

First up is Drawing Destiny, a fantastic anthology of fiction that ties into the coming Sixth World Tarot, as well as are already available Court of Shadows (BattleShop, DriveThruRPG). Additionally, a new Shadowrun Legends in Crossroads (BattleShop, DriveThruRPG).

E-CAT26871_Drawing Destiny

    THE TAROT HAS AWAKENED…

    …And nothing will ever be the same again.

    The Tarot, a mystical divination deck of cards, has appeared in the Sixth World as a powerful artifact. It works its will on anyone who finds one of its magical cards, from runners surviving on the street to corp executives battling in the boardroom. And not just people’s lives will be changed, for the Awakened Tarot deck is more than just a formidable magic item, it has an agenda all its own, and will seek to use those it comes in contact with to set its plans in motion…

    Drawing Destiny is the latest original Shadowrun anthology, featuring twenty-three original stories about this brand-new artifact introduced into the game universe. Featuring stories from Michael A. Stackpole, Jennifer Brozek, Chris A. Jackson, Lucy A. Snyder, Aaron Rosenberg, R.L. King, Russell Zimmerman, Josh Vogt, and Jason M. Hardy, and 14 more authors, these stories reveal how the Awakened Tarot will impact the Sixth World for better, and sometimes, for much worse…

Crossroads

    In the magical world of 2060, street mage Tommy Talon has hit the big time. He’s a member of Assets, Inc., one of the best shadow-teams in the business, but now he’s drawn back to his home town of Boston by secrets from his past. Secrets that lead him into conflicts with megacorporations, yakuza gangsters, and a powerful spirit that’s hunting for him. Talon must call on all of his magical powers and the abilities of his shadowrunning friends to unravel the mystery. Along the way, he finds out some unexpected things about his past, himself, and his true enemy: someone very close to him indeed…

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New Legends Epub Available!

We’ve two new Shadowrun Legends available in Technobabble (BattleShop, DriveThruRPG) and Clockwork Asylum: Dragon Heart Saga #2 (BattleShop, DriveThruRPG).

Technobabel

    He awoke in a body bag, his brain fried, a black hole where his memory should be. If not for the cool carbon-fiber blade concealed in the bones of his arm, he would’ve been dead for sure. But Michael Bishop–a.k.a. Babel, messiah of the Matrix–is back in the game.

    Renraku Computer Systems has defied the accords of the Corporate Court. Now they must decipher the secrets of the otaku–and Babel is the technoshaman reborn for the job. But Netwalking in the shadows of the electron jungle means initiation into deadly megacorporate intrigue–and discovering more about Babel’s own team than he fears he should know. As allies become adversaries, Babel breaks through the dreaded black ice security to find a doorway to the future–and signs of a corp war looming on the horizon–one that could destroy the technoworld and beyond…forever.

Clockwork-Asylum

    In this second book of the greatest epic in Shadowrun history–the maelstrom of cyber-magic and political intrigue following President Dunkelzahn’s assassination rages out of control. Ryan Mercury, Dunkelzahn’s secret agent, is torn between his duty and his desire to find a killer. But when a spirit wrongly concludes that Ryan is working for the enemy, he anoints a cyberzombie to carry out a hit of its own. Now with an impressive arsenal of allies, weaponry, and the Dragon Heart, Ryan just might pull off the save of the century–if he doesn’t lose his life first!
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