My SR5 to Anarchy conversion Contract Brief from 2016. Back in 2016, as soon as Shadowrun: Anarchy dropped, I converted my campaign over from SR5. Below is the Contract Brief that came from it and a two-part post about what went down with my runners. Enjoy. CONTRACT BRIEF: SHARK SWAP REDDIT POST: ADVENTURES IN ANARCHY, PART 1 REDDIT POST: ADVENTURES IN ANARCHY, PART 2
House Rules and Philosophies for Shadow Amps and a Catalog of Amps converted from the 5th Ed Core Rulebook. In Shadowrun: Anarchy, Shadow Amps are what makes a ‘runner a ‘runner. Shadow Amps are the heart of the Shadowrun character, more so than Attributes, Skills, or Gear. Despite how fundamentally simple they can appear, they do double-duty in differentiating your character from others: both affecting the mechanics of the game and driving the character concept (and thus the
House rules for a cinematic method of Exploration and Infiltration in Shadowrun: Anarchy. In last week's post, I touched on a stylized method of running Legwork and Investigation called the Montage. It is basically a way of combining a series of small Scenes into a cohesive whole to compress the time that goes into Legwork and Investigation. Below is a way to accomplish the same cinematic effect for what are essentially hexcrawls or dungeoncrawls in Shadowrun: Anarchy. THE CR
House rules for a cinematic method of meta-gaming Shadowrun: Anarchy. Shadowrun: Anarchy can be more than just a string of Contract Briefs interspersed with Karma paydays and character advancement. It can be a rich, cinematic campaign world populated by the player characters, scheming non-player characters, and powerful factions, each vying for survival and control. Below are options that a GM may use to add some cinematic style to their Scenes and shared-storytelling aspects
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