Things I Love about Shadowrun:
The history leading up to the first rulebook is a mix of very real and insanely wild fantasy. I'm sure somewhere along the line they wrote who lead the "Ghost Dance" and that they were a powerful mage from the previous era, etc., but without any explanation it read to me as thus:
The world exploded because someone opened up magic and let it in. The people who did so were Native Americans because why not and also some other games around the same time period did it and also also half the creators was really into it. Anyway, because of this the Indians shook down the American government with pretty real threats of destroying a lot of things and so they took a lot of their land back.
Meanwhile, gigantic magical disease warping bodies and pushing bone through skin and teeth, and some babies were being born pretty and pointy-eared. Also dwarves. People freaked, and time marched on.
Also, Cyberpunk. Megacorps. This is our Fantasy Love-Letter to Cyberpunk 2020. We have some ideas but on the whole we think this is a really cool idea and also have you seen this young artist we have? He is a-maz-ing.
Here are some ideas we came up with and some basic systems. Go have fun.
The mood of this can be used to explain how World of Darkness came about, too, but that's not about WoD. It's about me, Thenomain, playing an Elven Decker with a Talis Cat named "Bob". (The cat didn't have a name for himself. The character called him Bob, and that was that.)
Cyberware and Fighting The Man and Pew Pew Fireballs and it was a fantastic stage for a lot of make-believe.
Part of the problem about being into cyberpunk (game, genre, whatnot) is that you're probably inwardly kind of angry and maybe over-thinking the unfairness of the world too much, and then they released Earthdawn and said, "This is what Earth was like before the modern era," and that was the beginning of the end for me because in my silly joy was inserted a seed of seething betrayal. Earthdawn is a fine game, but it's about this time they started inserting super-figures, a la WoD's Baba Yaga, people who control the ebb and flow of the game world and that person is, frankly, not you. Oh they've also been hiding in a world without magic this entire time. Nevermind about the common record, just accept it.
Nnnnnooooope. Magic may have been magic, but it was something that could be studied, something that was codified and taught. Magic was, if you'll all excuse the comment, a science. Then I started investigating the game for its internal consistency and kept losing it. Contained stories were and still are quite refined and interesting, but the budding metaplot pushed me further and further away.
I kept out of all the Shadowrun discussions here because people enjoy it, so why should I ruin it with my bad mood about it? (Sure, I'll do that about WoD, but I'm invested in WoD.) Then the fateful argument about some poor woman who wanted to make a Shadowrun game, and it went entirely off the rails talking about wi-fi. That stuck with me for a long time, because ones investment in what they love is a hot-button issue, because science-fiction (even science-fantasy) changes with culture, and because I started to deconstruct what happened between me and Shadowrun starting with finding out what happens between you and Shadowrun. ("You" the reader.)
What is Shadowrun to me: Fantasy magic overlaid on our world, projected into a semi-dystopian near future.
Science fiction in its form of magic as culture shock.