Game Design

This is a port of Shadowrun to Fate, which means it’s about telling Shadowrun stories. It has wildly different mechanics in places: standard Shadowrun is very much a simulation game, where you are rewarded for cleverly stacking together lots of things to accumulate advantage. This is a narrative game, where game balance is about the effect on the story. Characters will not port over directly from one to the other. Things that, in Shadowrun, could give you an increased chance to hit are either permission to add an Edge to a Skill, or they’re a way to Create an Advantage, or they affect what happens on a successful hit.


This is a variant Shadowrun setting with the following differences from the normal books:

Part of my motivation in creating this is that in the current news environment, I want to tell stories of creation and connection. Another is that while Iain M. Banks does a superb job of exploring what a fully post-scarcity society with superintelligence would be like, I wanted to work out the details of something more practical, limited to human-scale intelligence and grappling with the scarcity issues that are inescapable while we’re living on a single planet. (Cory Doctorow’s Walkaway makes a stab at this, but fails to confront numerous issues that I want to tackle; the technology level there is effectively My Little Anarchist: Fabbers are Magic and doesn’t examine the difficulty of supply chains.) And, last but not least, I want to take up the challenge that as long as we’re imagining elves, dragons, and cybernetics, we should try to imagine economic and social justice.

I’m also establishing that the monolithic Big Bads are not monolithic; for instance, Aztechnology is the result of the Cult of the Smoking Mirror appropriating Aztec heritage and magnifying the worst parts to their own advantage. Quetzalcoatl is not happy about this.

Campaign Aspects



Science Fiction and Fantasy



Role-Playing Games

Useful Resources