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1128.MAGICOPP.TXT
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1993-10-24
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Magical Opposition in Shadowrun
Magic is something that's, as far as I know, unique to cyberpunk
games in Shadowrun. Only Shadowrun has the cyberpunk genere and magic.
I think it makes for a very unique and fun combination of power and
intrigue. If you're playing a character that can throw magic, you have
options that the mundanes don't. If you're playing a mundane, you have
to attempt to cover for eventualities that you can't counter.
A huge part of this is the magical Threat forces that you'll deal
with. FASA has mostly introduced it's magical opposition through the
modules. The Universal Brotherhood module, in my opinion, is a
requirement to be run with all gaming groups. Not running that module
eliminates both a considerable source of worry for the players and a
considerably powerful enemy that the GM can use against the players.
The module sets up the very likely possibility that the players
will become aware of the real motiviations behind a near fixture in the
Shadowrun world. The Universal Brotherhood is a "cult" religious
organization that is very prominant and growing rapidly. The secret
behind it is that it's not humans who are the driving force behind it.
The Insect totems described in Grimiore 2 are the real goal of the UB.
Everything in the organization exists only to continue to bring
into the world Insect spirits, from the workers to the Queen, for as yet
unknown purposes. My call is that they're aiming for world domination
in a manner similar to the Alien Rule plot that has been seens in such
series, movies and novels as "V".
Knowing this gives the players a very real, very dangerous enemy
that they will strive to eliminate. Some groups run through UB, then do
everything in their power to avoid contact with the organization again.
Some groups run through the UB and make such nusicances of themselves
that the UB will try one or more times to take these troublsome humans
out of future pictures. Some groups run through the UB and decide that
they have a duty to humanity to eliminate the Brotherhood.
This gives many campaigns an extra element of life. Some groups
will shy away from anything even remotely connected to these Insect
totems. Others will be avoiding attempts on their lives by the Totems,
and others will be doing outside work for the sole purpose of financing
their raids against the Brotherhood.
Regardless of how the players react, how the characters react, it
puts that awesome, terrifying awareness into the game. The UB has hooks
into all aspects of society in Shadowrun, including the government and
major corporations. A group on the UB's hit list not only has to avoid
the usual dangers they'll face when conducting their usual business; but
the UB retalliations that will result as they make themselves know to
targets that have UB awareness.
GMs should not shy from using these elements. A role playing group
builds on each session for the next one(s). Events are not seperate and
distinct; they interconnect and form the whole experience, for both the
players and the characters. If the group has crossed the UB before,
don't you think that sooner or later those who were "wronged" would
seek retribution or audience with their "attackers"?
It makes for great roleplaying and great contunity. Just because
you end the session in success, that should not mean that this chapter
in the character's history(ies) is concluded. People remember things,
revenge is a strong motivation to accomplish many things. It won't
always be simple death, it might get far more complex.
Perhaps the revengers will attempt to force their assailants into
making retribution in any number of ways. Service is a great equalizer,
and returns far more than a corpse can.
Regardless, I hope that you and your group's encounters with the
twisted world of the Universal Brother will last. Make them something
that tugs at many strings, something to always be aware of.