While more of a glimmer in my eye at this point, I've been thinking a bit about a Shadowrun/AW hack.
Goal #1: The hack will be about playing in the
setting of Shadowrun, not so much about shadowrunning. (Hence the name "Sixth World", and not "Apocalypserun" or something.) Consider a film like
Strange Days. Though it is often considered to be inspiration fodder for Shadowrun, it really doesn't have much to do with shadowrunning. Far from "augmented hard-asses breaking the law for the highest bidder", it's a drug dealer, a chauffeur, a PI, a groupie and a media mogul caught up in circumstances and scrapping to make it out alive.
Actually, if you look at a
list of films meant to inspire Shadowrun campaigns, you'll find that most of them are honestly not that Shadowrun-like, but instead deal with more or less "normal" people in a future world, usually with complicated relationships and motives, pulled into more than they can handle. Shadowrun isn't really set up to deal with stories like this, but Apocalypse World is. Sixth World will be about finding out what happens in these kind of stories, wrapped in the rich setting of the sixth world.
One way to think about it is to consider your average group of Shadowrun characters. Now pull one of each of these characters'
contacts into a situation as PCs (maybe with one or more runners as NPCs, or not), and that would be a Sixth World game.
As a result, the character "classes" in Sixth World will not be the standard Shadowrun archetypes, but more pedestrian things (e.g. "joygirl", "wageslave", or something like that). Getting these right will be crucial to making the game work, so advice along those lines would be welcome.
Goal #2: One of the things that interests me about the sixth world is that there are several types of "reality" at work at the same time (e.g. the VR world of the Matrix, astral space). One of the vexing things about Shadowrun is that it doesn't really handle these other realities smoothly. I
think that Apocalypse World might be able to, and I'd like to try it in this hack. Again, advice on this subject most welcome.
I'm assuming that part of the differentiation between classes will be how effective they can be in these various "spheres" of experience. My initial thoughts turn towards having Weird actions be limited to working only in one of these spaces at a time, with actions selected such that a given character will be great in one sphere, passable in another and completely useless at others. I'm interested in four of these spheres, in particular: real space, the matrix, astral space, the zeitgeist.
The latter takes some explanation: this is a realm of abstract notions that influence reality, such as fashion, internet memes, swings in "common wisdom" or "popular opinion". This is where notions of fame, reputation, corporate "health" and so on dwell. And this realm can be manipulated. Just as some characters might be "good in the Matrix", one or more types will excel a navigating and manipulating this "rumorspace" to their advantage.
Goal #3: More of a design note, really... if this ever turns into anything, that "thing" will likely work by references to the originals, not by complete reproduction. That is, the text will say "go buy and Apocalypse World and some Shadowrun setting books. The rest of the text will assume you've read them." The GM section might be like "see that AW section on MC advice? Follow it, but here is how you tweak it to run the Sixth World", and so on.
Goal #4 might be unnecessary and irrelevant, but I've found myself pondering the question "Is the sixth world post-apocalyptic?" Clearly, this need not matter to making an AW hack, but I have this weird suspicion that it might matter to this one, and need to figure it out. Shadowrun does have some "mini-apocalypses" in it, of course, like the Crash or the two waves of VITAS killing a quarter of the world. Then there is goblinization and the Awakening and so on. Does it matter? If it does, I suspect that it matters because of scarcity. Shadowrun games tend not to be about scarcity, but the sixth world has some interesting takes on scarcity in the books. As an example,
nutrition is not all that scarce, but
food kind of is. That is, you can survive on soy-based swill and AmberGel, but real fruit and meat are hard to get. GIven the Resource Rush in the history, you can assume the peak has come and gone for oil and probably some other resources, such as water. How does this matter to the hack. Maybe I'm just obsessing, but it seems important. Put another way, part of the advice in AW involves scarcity, but how much of that can be leveraged in the Sixth World?
Anyway, as you can see, I'm sort of just moon gazing as this point. Please advise.