The Blue-Orange Morality is a Shadowrun 3 campaign. Set in 2058, my intention was to explore different 'kinds' of morality, in the sense that I was getting bored with the more 'classic' kind of Shadowrun campaign where the runners were doing extractions and wetwork for and against corporations and powerful individuals.
I therefore decided to make a campaign in which there would be a lot of powerful factions, but no one faction would be easily identified as the 'bad guys'. All of them would have their separate motivations, and I decided against planning it out at all except for the beginning. I did map out the motivations of the factions in advance. In order to make it more difficult to read the situation in advance - to further muddy the waters, so to speak - I decided to use more than just two factions. I ended up with four (or, arguably, five) different factions, two of which were otherworldly, one had subverted one another, and two independent factions. None of which were wholly 'good', none of which were wholly 'evil'. Blue-Orange morality. Go check out TV-Tropes for some more background on Blue-Orange morality if you want.
|
I had the privilege of getting mostly unsullied players, i.e. players that had limited experience with the Sixth World, while at the same time having two players with extensive experience with the way Shadowrun does things. This allowed an interesting juxtaposition, as it was clear from the word go that the two sides of players - four of which had no experience with Shadowrun (apart from Shadowrun Returns) and two of which had extensive experience with Shadowrun - were going to do things very differently.
This duality within the runner crew itself became very clear when the four inexperienced players decided to build Awakened characters - three of which were physical adepts while the last was a hermetic mage - while the two more experienced players decided to build cybernetically augmented characters. The two cybernetically augmented characters were a Human Face-like character (but with no bioware, oddly enough), and a Troll Street Samurai with SMG and Bo-staff. The three adepts had different focus - one was a projectile adept (though still with a low-level Killing Hands and some unarmed combat because, you know, spirits) with a Ranger-X composite bow and Biotech skill to make a Hawkeye-style character (if Hawkeye was an elf), another was a human projectile adept with an emphasis on crossbows and grenade launchers (!) (and some skill with demolitions, because anarchism), and the third was a human, more stealth-like adept making an intrusion specialist carrying around a lot of heavy pistols (because... I have no idea. Heavy pistols are cool, sure, and I think the player was going for a Boondock Saints vibe. I still think a 'better' choice - for a certain mileage of 'better - might have been SMGs. That was difficult to predict from the start, though). The fourth player decided to make a dwarf hermetic mage based on a combat mage. This was partially due to some misguided idea that a mage was 'needed', and partially because a mage is arguably the most powerful and flexible character in Shadowrun. I have perhaps a slight tinge of bad conscience about this character - building a mage 'properly' is a tad tricky (though arguably not so tricky as a cyber- and bio- heavy build), and it soon became apparent that I hadn't thought of - and the player didn't know about - sustaining foci in Shadowrun 3. Which is seriously crippling for a mage, at least in the start.
|
I had a few house rules, partially because I was somewhat unused to Shadowrun 3 - it had been a while since I last played or gamemastered a game in Shadowrun, and I had my majority of experience with Shadowrun 2. Shadowrun 2 was prone to abuse of in particular bioware and cyberware in conjunction. Shadowrun 3 handles this better than Shadowrun 2, but some of my house rules addressed that just to be careful.
Standard availability and rating rules
Character creation used BECKS and 450 Karma
No Riggers, No Deckers
Mission Logging This wasn't the same as saying that I, as a gamemaster, had full fiat on the narrative - I did get corrections and request for extra detail on some points, but in general if I didn't get any feedback, what I had written was the canon. This canon would have an excellent effect on group cohesion, but has been quite the laborious process. I also decided to make a campaign sourcebook, and I decided to write mission logs for separate characters that the other players wouldn't receive in order to keep some sense of mystery between the characters themselves. |
Log Name | Cogwhistle | Dr. Farsight | Jinx | Ricardo | Schneider | Vince |
Campaign Bibli | ||||||
Campaign Sourcebook | ||||||
Campaign Sourcebook - Magic | ||||||
Mission Log 1-01 and 1-02 | ||||||
Mission Log 1-03 and 1-04 | Interlude | |||||
Mission Log 1-05 | Story | Dealing... | Palaver | Skidz | Hunt | |
Mission Log 1-06 | Trip | Bargains | ||||
Mission Log 1-07 |
Vision Quest | Erich von... Epilogue |
||||
Mission Log 1-08 | ||||||