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AD)〔The First and Second Edition books were set 61 years in the future from their release dates (giving the game an original start date of 2050). This was bumped up to 65 years for the Fourth Edition. Fifth Edition is set in 2075, 62 years in the future.〕 }} ''Shadowrun'' is a science fantasy tabletop role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror and detective fiction. From its inception in 1989, ''Shadowrun'' has remained among the most popular role-playing games. It has spawned a vast franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games. The title is taken from the game's main premise – that corporate espionage runs rampant in a near-future setting. A ''shadowrun'' – a successful data theft or physical break-in at a rival corporation or organization – is one of the main tools employed by both corporate rivals and underworld figures. Deckers (futuristic hackers) who can tap into an immersive, three-dimensional cyberspace are opposed by rival deckers and lethal, potentially brain-destroying AI called "Intrusion Countermeasure Electronics" – or "ice" for short – are protected by street fighters and/or mercenaries, often with cyborg implants (called ''cyberware''), magicians, and other exotic figures, on such missions as they seek access, physical or remote, to the power structures of rival groups. Magic has also returned to the world after a series of dystopian plagues; dragons who can take human form have returned as well, and are commonly found in high positions of corporate power. ==Setting== ''Shadowrun'' takes place several decades in the future (2050 in the first edition, currently 〔). The end of the Mesoamerican Long Count ushered in the "Sixth World",〔See 2012 phenomenon.〕 with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. In North America, indigenous American tribes discovered that their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they formed a federation of Native American Nations. Seattle, Washington remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting. In parallel with these magical developments, the setting's 21st century features technological and social developments associated with cyberpunk science fiction. Megacorporations control the lives of their employees and command their own armies; the ten largest have extraterritoriality, such as currently enjoyed by foreign heads of state. Technological advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of ''Shadowrun''. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Shadowrun」の詳細全文を読む スポンサード リンク
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