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Runners aren't the only ones who have to constantly think in the shadows about returning from their missions with credsticks in their pockets and not lead in their bodies. The players of the characters also face various decisions: Who do I want to play, why, and where? How do I connect my young decker with the group's veteran? How can I further develop my backstory?
Exciting stories in the Sixth World also require well-conceived adventures, perhaps even entire campaigns and settings. They require complex antagonists, interesting locations, and perhaps something different than a shootout in a shady alley.
Behind the Curtain is another in-house production and a rulebook for Shadowrun 6 that contains almost no rules. Besides a few suggested optional changes, it primarily contains tools for players and game masters: information on character development, group formation, adventure planning, alternative entry points, and campaign concepts. Do you need a quick, randomly assembled NPC, an adventure on the fringes of the main adventure, a vending machine restaurant menu, a daily host, or want to know what the guard just happened to have in his pocket or on his commlink? You'll find it here.