Shadowrun: The Wilson Hall Irregulars
Welcome to Seattle, chummer.
THE YEAR IS 2070
And the megaplexes are monsters casting long shadows.
When you become a shadowrunner, that’s where you live…
in the cracks between the giant corporate structures.
The megacorps are powerful in a time when power means information…
…computer information flowing in the global network called the MATRIX.
This is my first Shadowrun campaign, and I want to try to see as much of the Sixth World as possible in a reasonably brief story arc. First all core party members will have a solo session, during which they’ll get to know their character’s abilities and place in the world, and hopefully make a little nuyen in the process.
“A standard mission is 20 minutes of objectives, three days of planning, and 600 seconds of mayhem.”
Next will come your first shadowrun as a team. This is the only ‘run I have pre-planned, as the rest will depend on your mercenary sensibilities. You will be able to choose whether you take jobs from corporations, crime syndicates, radical fringe groups, military units, gangs, politicians and governments, and even law enforcement. I plan on there being three major ’runs (including the first), between and during which you may carry out side missions for contacts or from personal initiative. Each run will probably take two or three sessions, so throwing in a couple of sessions for other activity I’d say this campaign will last 8-11 sessions.
“Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon.”