Category Archives: Fiction

Creating Shadowrun Fiction for the Sixth World Game Edition–or, Meet your Editor, Mr. Johnson

(Note: The Rigger Dossier intended for release this week will be made available at a later date. In its place, we present this in-depth look at upcoming Shadowrun fiction.)

By John Helfers

I’ve been editing fiction for Catalyst Game Labs for several years now, and I like to think I’m pretty decent at it. But even though I’ve commissioned dozens of stories and novels, some projects still require a bit more of a hands-on approach due to their unique nature. And along with that uniqueness often comes a deadline that is just as immovable as anything else in publishing.

Just like the one for this article was. How was I supposed to write about overseeing the creation of six interlinked novellas set in the new backdrop of the next edition of Shadowrun, and featuring the new characters from the Beginner Box Set and take you through how that all came about?

While I was staring at my computer screen, trying to get the words flowing, the core idea hit me: for all intents and purposes, a tie-in fiction editor is a lot like a Mr. Johnson in the Sixth World.

Exactly like them, in fact.

I receive my assignment from the corp: It all started when the CGL overlords (well, one of the overlords) Randall Bills started a thread (or perhaps an e-mail) about how to tie our fiction line into the upcoming release of the next edition of the Shadowrun roleplaying game. I assured him that this was a great idea (it is), and of course I could commission a series of six original interwoven (!) novellas, all featuring a team of runners out to score some kind of major run on a corp, and have the first one ready to publish in about 45 days from initial concept (!!), with the next five to follow in two-week intervals leading up to the launch of the new Shadowrun edition this August.

I assemble my shadowrunning (shadow-writing?) team: Next, I had to pull together the group of writers I would hire to handle this trickier-than-usual job. Commissioning six Shadowrun novellas is easy; commissioning six novellas whose plot paths cross over one another and weave in and out as the story progresses is a very different item. I needed to find writers I not only could trust were familiar with the Shadowrun universe, but who were also solid writers that would play well with the rest of the group. If we didn’t have cohesion as each writer turned in their separate plot for the others to tie their stories in to, the whole project could fall apart.

Fortunately, I’ve been editing this IP long enough that I know several excellent writers who can turn in wonderful stories on relatively short notice. I also had contacts on the gamebook side of SR, and Line Developer Jason Hardy put me in touch with a couple writers who had been working hard on the core rulebook, were experienced in writing Shadowrun fiction, and who were also free (and willing) to tackle this project in the limited time frame it required.

So, relatively quickly, I assembled my team: game designer and writer Dylan Birtolo; two Shadowrun, Sixth World writers, Brooke Chang and CZ Wright; professional game guy and Shadowrun enthusiast Bryan CP Steele; former BattleTech editor, and current Shadowrun and BattleTech freelance writer Jason Schmetzer; and to wrap the whole thing up into a nice neat ending, the same Jason M. Hardy (because he didn’t have enough to do with overseeing the creation of the new edition) who gave me his author list in the first place. Once again, no good deed goes unpunished.

I give the team their assignment and turn them loose: I brought the team together on our online Basecamp project managing site and pretty much let them loose on figuring out the who, when, where, why, and how the overall plot would go down while I kept tabs on how things were progressing and weighed in on ideas and answered questions when needed. The authors all came together nicely, and soon the ideas were flowing fast and furious.

I take the results of each section of the overall mission and make sure they work for the parameters I’d been assigned: The novella manuscripts started hitting my inbox, and that’s when I really got to work in editing and shaping each piece to make sure they fit our vision of what the overarching story was going to be. I’m pleased to say that everyone has delivered stellar work so far, and I have no doubt that the rest of the pieces will be up to the high bar of the first three stories we’ve published.

When the last of the stories is completed, I will make sure the runners…er, writers are all paid for their work, and I’ll enjoy the satisfaction of having overseen the completion of another successful mission in media tie-in publishing. The job’s only half done at this point, with me still having to review and make sure the last three stories bring our story to its exciting conclusion. But I have every confidence that the rest of my writing team will do it justice.

Okay, so there was no posturing for respect on the mean streets or last-minute double-crosses among the writers (good thing, too) or betrayals from the corp itself—the closest thing to any obstacles I encountered was that some of the authors needed a few more days to complete their stories (and one time cover art was delayed, necessitating a rescheduling of the publication of one novella). Frag, I even work on a computer for 99 percent of the time, so I don’t even get so much as a paper cut nowadays.

The team I put together worked like a well-oiled machine that gave me the results I wanted, and the final product is a great introduction to the exciting world of Shadowrun, Sixth World. I completed my assignment (or will), making my corp happy and allowing a very talented group of writers to show all the Shadowrun fans what they can do. In short, I executed like a true Mr. Johnson.

But now, as I’m re-reading this, maybe editing tie-in work isn’t all that hazardous, and perhaps I’m stretching that editor-as-Mr. Johnson analogy a bit too far…

Nah…

  • May 1: Initial Announcement
  • May 8: Product Overview
  • May 15: Developer Overview
  • May 22: Setting Overview
  • May 29: Developer Q&A
  • June 5: Fiction Announcement
  • June 12: Shadowrun at Origins preview
  • More to follow
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New Legends Epubs Available

We’ve two new Shadowrun Legends available in The Burning Time (BattleShop, DriveThruRPG) and Psychotrope (BattleShop, DriveThruRPG).

The-Burning-Time

    Low-level programmer Roy Kilaro wants nothing more than to become a Seraphim–an elite corporation operative–and experience some real action in the shadow ops between the megacorporations. He gets more than he ever wanted when a routine business trip to Boston lands him at ground zero of a running battle for survival. The combatants: a group of hardened ‘runners trying to finish a job, the ruthless anti-elven terrorists known as the Knights of the Red Branch, and a powerful sorceress who wants revenge upon them all…

Psychotrope

    LIFE SPAN: 12 MINUTES

    It started out as a simple Matrix run, but now five deckers are trapped inside a nightmarish virtual landscape where jacking out is an impossibility–and what waits has all the hallmarks of the afterlife: tunnels of brilliant light, greetings from long-dead friends and family…and the terrifying sense of being juggled between Heaven and Hell. But in this computer-generated netherworld, there is only one thing that can be trusted. And it isn’t the senses….

    …THE COUNTDOWN BEGINS

    It’s the uncommon experience the deckers have in common: a near brush with death. It has brought them together in this hell-raising realm and under the influence of a twisted intelligence with diabolical plans for the unwary travelers in grid-time. Having their minds and souls extinguished before the Matrix-scape crashdown is only the beginning of the puzzle. Discovering why will be the end. A dead end.

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New Legends Epub Available!

We’ve two new Shadowrun Legends available in Technobabble (BattleShop, DriveThruRPG) and Clockwork Asylum: Dragon Heart Saga #2 (BattleShop, DriveThruRPG).

Technobabel

    He awoke in a body bag, his brain fried, a black hole where his memory should be. If not for the cool carbon-fiber blade concealed in the bones of his arm, he would’ve been dead for sure. But Michael Bishop–a.k.a. Babel, messiah of the Matrix–is back in the game.

    Renraku Computer Systems has defied the accords of the Corporate Court. Now they must decipher the secrets of the otaku–and Babel is the technoshaman reborn for the job. But Netwalking in the shadows of the electron jungle means initiation into deadly megacorporate intrigue–and discovering more about Babel’s own team than he fears he should know. As allies become adversaries, Babel breaks through the dreaded black ice security to find a doorway to the future–and signs of a corp war looming on the horizon–one that could destroy the technoworld and beyond…forever.

Clockwork-Asylum

    In this second book of the greatest epic in Shadowrun history–the maelstrom of cyber-magic and political intrigue following President Dunkelzahn’s assassination rages out of control. Ryan Mercury, Dunkelzahn’s secret agent, is torn between his duty and his desire to find a killer. But when a spirit wrongly concludes that Ryan is working for the enemy, he anoints a cyberzombie to carry out a hit of its own. Now with an impressive arsenal of allies, weaponry, and the Dragon Heart, Ryan just might pull off the save of the century–if he doesn’t lose his life first!
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Dead Air Legends Epub Available!

This week’s Shadowrun Legends installment is Dead Air (BattleShop, DriveThruRPG).

DeadAir

    Jacked-In, Revved-Up, And Armed To The Teeth

    It’s fast and furious inside the Combat Biker maze, where armor-plated hogs and juiced-up rice grinders blast, pound, and pummel each other for points. But it’s just barely up to speed for Jonathon and Tamara, two elven bikers at the head of the Los Angeles Sabers. With a simsense link between them that allows them to act virtually as one, they’re been tearing up the league and making headlines.

    But all that changes when Tamara takes a brutal hit from the cyberspurs of Dougan Rose, lead linebiker for the New Orleans Buzzsaws and the most respected player in the league. When Tamara gets slammed, Jonathon’s out for revenge. But it isn’t going to be easy. Because there’s a lot more to this sabotage than meets the eye – and if the megacorp agents, simsense industry operatives, and hostile mages don’t kill him, the truth probably will….

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