Otaku appear. Deckers investigate. Corps deny everything.
Reality gets thin.
Otaku appear. Deckers investigate. Corps deny everything.
Reality gets thin.
Transport slows. Wageslaves panic. Lone Star deploys drones.
PCs smell opportunity.
Transport slows. Wageslaves panic. Lone Star deploys drones.
PCs smell opportunity.
“Aztechnology is hunting a traitor.”
Gangers lie low. Fixers demand hazard pay. Deckers go sniffing the LTGs.
Corps raise Matrix security levels.
“Aztechnology is hunting a traitor.”
Gangers lie low. Fixers demand hazard pay. Deckers go sniffing the LTGs.
Corps raise Matrix security levels.
Each agent makes decisions based on their personality (a kind of bitpacked genome) which inflates to over a thousand different traits that influence how it interprets information across the simulation. this means needs (money, safety, cred, drugs, purpose…)
Each agent makes decisions based on their personality (a kind of bitpacked genome) which inflates to over a thousand different traits that influence how it interprets information across the simulation. this means needs (money, safety, cred, drugs, purpose…)
It’s driven by information gradients.
These gradients are built from packets driven by dragons via rumors, news reports, intercepted comms, fixers’ whispers, ganger graffiti, corporate memos, Matrix anomalies, decker logs, astral sightings, street rumors, etc
It’s driven by information gradients.
These gradients are built from packets driven by dragons via rumors, news reports, intercepted comms, fixers’ whispers, ganger graffiti, corporate memos, Matrix anomalies, decker logs, astral sightings, street rumors, etc
“Why did this runner get ambushed?”
“Why did the LTG grid spike with anomalies?”
These are "information packets" -- created by dragons (directors). Information packets don’t force world changes — they seed them.
“Why did this runner get ambushed?”
“Why did the LTG grid spike with anomalies?”
These are "information packets" -- created by dragons (directors). Information packets don’t force world changes — they seed them.
and this thing i'm coining: “narrative gradients” (more later)
and this thing i'm coining: “narrative gradients” (more later)
What does a dragon do?
What does a dragon do?
It does not dictate the simulation. It _interprets it_, frames it, nudges it, and ensures the world’s emergent behavior feels intentional, coherent, and narratively charged. How? Well, with shadowrun, never deal with a dragon....
It does not dictate the simulation. It _interprets it_, frames it, nudges it, and ensures the world’s emergent behavior feels intentional, coherent, and narratively charged. How? Well, with shadowrun, never deal with a dragon....
It is very much alive.
And it’s waiting for you.
~sysop
--- END TRANSMISSION
It is very much alive.
And it’s waiting for you.
~sysop
--- END TRANSMISSION
We’ll be running early tests where everything breaks, nothing is balanced, and the world is raw.
If you like being part of the primordial soup of a new universe, we want you.
We’ll be running early tests where everything breaks, nothing is balanced, and the world is raw.
If you like being part of the primordial soup of a new universe, we want you.
Coders, writers, 3D people, Shadowrun lore-heads… -- we have a discord! discord.gg/V4nrGEE9Nr
Coders, writers, 3D people, Shadowrun lore-heads… -- we have a discord! discord.gg/V4nrGEE9Nr
We’re chasing the moods those old games gave us:
The feeling of wandering a living world, unsure of what’s scripted and what’s emergent.
Not knowing if the bartender is an NPC or a human.
Not knowing if that rumor is real.
Not knowing if you’re safe.
We’re chasing the moods those old games gave us:
The feeling of wandering a living world, unsure of what’s scripted and what’s emergent.
Not knowing if the bartender is an NPC or a human.
Not knowing if that rumor is real.
Not knowing if you’re safe.
Tens of thousands of them.
Each ticking under a supervision tree that never sleeps.
When you jack out, the world doesn’t pause.
The sprawl keeps moving without you. The information never stops moving.
Tens of thousands of them.
Each ticking under a supervision tree that never sleeps.
When you jack out, the world doesn’t pause.
The sprawl keeps moving without you. The information never stops moving.
Not a menu.
Not a mini-game.
A parallel universe layered over Seattle, where your mind is another actor with its own body, physics, and enemies.
Two bodies.
Two risks.
One continuous identity.
Not a menu.
Not a mini-game.
A parallel universe layered over Seattle, where your mind is another actor with its own body, physics, and enemies.
Two bodies.
Two risks.
One continuous identity.
Give an NPC a piece of intel — a rumor, a sighting, a betrayal — and their entire trajectory adjusts.
Fixers raise prices.
Gangers posture.
Johnson’s hire quietly.
Corps investigate.
Players feel the ripple.
Give an NPC a piece of intel — a rumor, a sighting, a betrayal — and their entire trajectory adjusts.
Fixers raise prices.
Gangers posture.
Johnson’s hire quietly.
Corps investigate.
Players feel the ripple.
You simulate a world by giving every agent enough autonomy that content emerges from pressure.
Corps apply pressure.
Runners push back.
Information flows.
Rumors spread.
Consequences accumulate.
You simulate a world by giving every agent enough autonomy that content emerges from pressure.
Corps apply pressure.
Runners push back.
Information flows.
Rumors spread.
Consequences accumulate.
In our game, NPCs wake up each day with needs, fears, obligations, debts, cravings, and beliefs.
Not “AI companions,” but residents of the seattle sprawl
Every one of them reacts to information, scarcity, opportunity, or danger the way a real person might.
In our game, NPCs wake up each day with needs, fears, obligations, debts, cravings, and beliefs.
Not “AI companions,” but residents of the seattle sprawl
Every one of them reacts to information, scarcity, opportunity, or danger the way a real person might.