May 14, 2025 6:38 am
Nothing new here, people loving the Shadowrun lore/world but hating its crunchy game system, so they try to come up with another that can accommodate a Shadowrun game.
I was reading Kevin Crawford's "Cities Without Number" the other day. In fairness, I mostly use the "Without Number" games mostly as a GM toolbox than an actual game system. Anyway, many things in there reminded me of SR, until I got to the bit where it mentions these games are all compatible with each other, with a few tweaks. Which got me thinking, Cities WN (cyberpunk)+Worlds WN (fantasy) could be a suitable formula for Shadowrun.
At the time, I was fiddling with AI for another project, so I decided to ask it how it'd go about combining the two systems for Shadowrun. Here's the response, which I thought was worth sharing if it's going to start a fruitful discussion.
Foundation Framework
Character Creation
- Use WWN's character classes as a base for magical characters (mages, shamans)
- Adapt CWN's more modern/urban classes for street samurai, deckers, and riggers
- Implement WWN's skill system with CWN's urban-specific skills
- Create dual attribute tracks: one for physical/mental attributes (WWN) and one for cyberware/essence (CWN)
Magic System
- Use WWN's spell system for traditional magic
- Adapt it to include Shadowrun's astral space and spirit summoning
- Create distinction between hermetic mages (WWN's structured magic) and shamanic totems
The Matrix/Cyberspace
- Use CWN's digital systems/hacking rules as foundation for the Matrix
- Create parallel "dungeon crawl" structure for Matrix runs
- Adapt WWN's threat and encounter design for digital threats
Setting Elements
Urban Environment
- Use CWN's city creation tools to build your own Seattle (or other metroplex)
- Incorporate WWN's faction system to create corps, gangs, and political entities
- Use CWN's neighborhood generation for distinct areas (barrens, corporate zones)
Combining Magic and Technology
- Use WWN's magical item creation rules for designing foci and magical gear
- Adapt CWN's equipment lists for guns, cyberware, and modern tech
- Create a resource system that balances nuyen, magical components, and contacts
Game Structure
- Use CWN's job/mission generation for creating shadowruns
- Incorporate WWN's adventure structures for magical threats
- Use CWN's urban complications alongside WWN's wilderness challenges
Mechanics to Adapt
- Essence System: Create a mechanic where cyberware (from CWN) reduces magical ability (from WWN)
- Initiative: Blend WWN's traditional initiative with CWN's faster-paced system to account for cybernetic reflexes
- Damage Types: Add electricity, radiation and matrix damage to WWN's damage types
- Risk/Reward: Use CWN's reputation systems alongside WWN's wealth rules to create the nuyen economy
This combination would give you the tactical combat and flexible magic of WWN with the urban adventure design and modern elements of CWN, capturing Shadowrun's unique blend of fantasy and cyberpunk without requiring the complex original Shadowrun ruleset.I haven't looked into it in detail, but immediately noticed the lack of rules to play non-human races (iirc the PCs in Without Number games are all humans).
Thoughts? Comments?
I was reading Kevin Crawford's "Cities Without Number" the other day. In fairness, I mostly use the "Without Number" games mostly as a GM toolbox than an actual game system. Anyway, many things in there reminded me of SR, until I got to the bit where it mentions these games are all compatible with each other, with a few tweaks. Which got me thinking, Cities WN (cyberpunk)+Worlds WN (fantasy) could be a suitable formula for Shadowrun.
At the time, I was fiddling with AI for another project, so I decided to ask it how it'd go about combining the two systems for Shadowrun. Here's the response, which I thought was worth sharing if it's going to start a fruitful discussion.
Quote:
Adapting Worlds Without Number (WWN) and Cities Without Number (CWN) to create a Shadowrun-style game is an interesting challenge! Here's how you could blend these systems to capture Shadowrun's cyberpunk-meets-fantasy feel:Foundation Framework
Character Creation
- Use WWN's character classes as a base for magical characters (mages, shamans)
- Adapt CWN's more modern/urban classes for street samurai, deckers, and riggers
- Implement WWN's skill system with CWN's urban-specific skills
- Create dual attribute tracks: one for physical/mental attributes (WWN) and one for cyberware/essence (CWN)
Magic System
- Use WWN's spell system for traditional magic
- Adapt it to include Shadowrun's astral space and spirit summoning
- Create distinction between hermetic mages (WWN's structured magic) and shamanic totems
The Matrix/Cyberspace
- Use CWN's digital systems/hacking rules as foundation for the Matrix
- Create parallel "dungeon crawl" structure for Matrix runs
- Adapt WWN's threat and encounter design for digital threats
Setting Elements
Urban Environment
- Use CWN's city creation tools to build your own Seattle (or other metroplex)
- Incorporate WWN's faction system to create corps, gangs, and political entities
- Use CWN's neighborhood generation for distinct areas (barrens, corporate zones)
Combining Magic and Technology
- Use WWN's magical item creation rules for designing foci and magical gear
- Adapt CWN's equipment lists for guns, cyberware, and modern tech
- Create a resource system that balances nuyen, magical components, and contacts
Game Structure
- Use CWN's job/mission generation for creating shadowruns
- Incorporate WWN's adventure structures for magical threats
- Use CWN's urban complications alongside WWN's wilderness challenges
Mechanics to Adapt
- Essence System: Create a mechanic where cyberware (from CWN) reduces magical ability (from WWN)
- Initiative: Blend WWN's traditional initiative with CWN's faster-paced system to account for cybernetic reflexes
- Damage Types: Add electricity, radiation and matrix damage to WWN's damage types
- Risk/Reward: Use CWN's reputation systems alongside WWN's wealth rules to create the nuyen economy
This combination would give you the tactical combat and flexible magic of WWN with the urban adventure design and modern elements of CWN, capturing Shadowrun's unique blend of fantasy and cyberpunk without requiring the complex original Shadowrun ruleset.
Thoughts? Comments?