Skill Challenges of War: Shadowrun Style

After reading through all ten of The Core Mechanic’s “Skill Challenges of War”, I have come to the conclusion that converting them to Shadowrun is pretty moot (at least, in the case of the current gaming group). The way our GM is running our current campaign, we are already thrown into a war that is very much larger than ourselves. My reasoning as to why I’m not going to convert them: skill challenges are inherently built into Shadowrun. A lot of our “quests” are mission-based. Some of the things our ‘runners have done are very much like the listed possibilities within the Skill Challenges Concept, such as “capture something” or to “gather information on a diplomatic mission“.

To help explain, let me expand on the latter challenge. When the first piece of our Runner group came to the Sixth World from the Fourth World (more explanation later), we were immediately trained to be Runners by a corporation held by Knight. We were to go see the Elves, but on our way there the Elves captured us, thinking us prisoners of Knight’s. Through this, we ended up working for both sides for a time, with our main mission given by Knight to give them information about certain Elves.

We were working both sides, and in one instance, Azitade contacted Mr. Johnson of Knight to arrange a dummy server with dummy information, with short notice. He arranged this, and some of our group, including our Troll decker Exodus, did not know about the set up. Neither did Knight’s headquarters that we were to break into.

Exodus, Drek, and Elk Foot made it to the floor we were supposed to. We watched over Exodus while he pilfered the information off Knight’s matrix. When he was done, he decided to plant explosives that he had with him around the terminal. (The troll likes to blow things up.) Before we blew it up, alarms sounded and we were greeted at ground level by some twenty or so guards. Using our combined abilities (and Drek’s seeming magnetism to bullets), we managed to escape. Luckily, Mr. Johnson also arranged for the patrol of the headquarters to be new recruits who thought this was a training exercise… until we totaled a few of them.

We gave the “stolen” data to the Elves, and continued working for them as well as Knight.

The way Shadowrun works, there was no reason for me to implement a conversion of the skill challenges. Everything from street thugging to corporate espionage, is an integral part of the game. Skill challenges of DnD are a commonplace among Shadowrunning. Things like taking out important people and flushing out spies are a day-to-day event for any good ‘runner group. Sure, you have plenty of shooting and hack’n'slash, but there is a much larger emphasis on stealth and hacking the matrix (by the way, this use of matrix predates the movies). There are sessions spent with characters solely gathering information, which Shadowrun (as well as a good group/GM) make fun.

Oh, to explain the Fourth and Sixth world references, Shadowrun’s timeline is based on events of the Mayan calendar. The Sixth World is said to start in 2011/2012 (the end of the known world and all that). We are presently on the “closing” of the Fifth World. It is only fitting to assume that DnD/fantasy is in the Fourth World.

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About Captain Thomas Mashek

"Captain Thomas Mashek is a self-imposed captain with no formal aerial history to speak of (or anywhere on record under that name). He donned the title of captain when the Zygote was presented to him by a strange man named Gwyn Wynn. The only stipulations with the ship were that Gwyn was to be a permanent part of the crew and that the crew would help him with his 'studies', no questions asked. Seeing this as a good opportunity, Thomas took this stranger up on his deal without giving much thought to it, figuring it was better than being stranded on this junk dock he managed to get himself to." - Excerpt from the Captain's Log.

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