How easy is it to add new metatypes? I assume it's just a case of assigning max stats and giving it a BP cost, but figured I'd ask before doing anything. One player wants to play a dragonborn.
Don't. One of the delightful things about Shadowrun is how surprisingly realistic it is. Even though it has elves and orks and dragons, everything is played pretty straight and with plausible consequences. Someone playing a Dragonborn screams that they think it's Anything Goes Fantasy. That's kind of the opposite of Shadowrun. Start with normal stuff. IF you don't like it because somehow that's too boring for you, start bringing in more edge stuff like SURGE, etc. But really, try it as is, first.
It's like when I've cooked a meal and someone without even tasting it starts reaching for salt and adding it. Motherfucker - it's seasoned to perfection. At least fucking taste it before you go messing with it!
As to what adventures, I get the impression you might already have moved on but I really recommend writing your own very small one first. Make a really basic office complex, stat up some security and give them a low-pay low-stakes run to retrieve some files. Work out response times for local police or corp-sec and I pretty much guarantee they'll screw up and end up fleeing from Lone Star through the streets or dying as an ever increasing number of reinforcements show up. That's fine - it's good to kill a PC or two at the start of the campaign - drives through the player's skulls that the game is about choosing your enemies carefully.
(The three rules of Shadowrun are 1. Conserve Ammo. 2. Choose Your Enemies Carefully. 3. Never cut a deal with a dragon).
I get "this tweet is not available" error.
That's because it doesn't apply to you. Sandy Peterson thinks your rules interpretations are silly.
Supposedly, there is a canon timeline of adventures. Specifically Chicago becoming "bug city" and then being nuked off the map. This runs into the Pathfinder problem of having to figure out "when" to set it, and if major conflicts are resolved.
2072, in Seattle. That's 4th Ed. starting point and you have excellent background sourcebooks like Seattle 2072, the core supplements like Arsenal and further background books like Corporate Enclaves and Vice. It means there's a lot of background meta-story to catch up on and some surprises like Insect Shamans will have been spoiled unless you mess with the timeline. But on the whole it's your best starting point.
I've ended up looking into Alien RPG
It's good but weak for campaign. Excellent for one-shots. There's a second edition coming out but it's largely a cash-grab and breaks more things than it fixes. Excellent for one-shots because pre-gen characters are almost expected and the rules are relatively quick to learn.
You say your friend has a very rules-focused mindset. You will have to explain to him that the rules in Aliens are fair but designed to be abstract. So he will probably want to do things like count the number of rounds in his gun but the game takes a cinematic approach in which you run out of ammo on certain Stress responses. A few things like that. So best to state that as part of the game design up front to your players rather than let it be perceived as a weakness.
I only know Alien 1-4. I never bothered with the prequels because I heard they were shit.
To my surprise, most of the Alien RPG deals with black goo bombs
The adventures do bring in a lot of Prometheus and Covenant lore. But that said nothing stops you just keeping it to the original movies material. It has everything you need to do that. And would be fairly easy to adapt Chariots of the Gods to have a traditional Alien rather than what it actually does. The core RPG doesn't "mostly deal with black goo". But the adventure line does. Just write your own, I say.
I can believe it. It's similar to the game Arkham Horror, which is a RPG-like board game that uses a similar mechanic with 5 ups being a success (6 up if you're cursed).
As an aside there's now an Arkham Horror RPG entry to the line to compete with CoC. It's more Indiana Jones than Wilbur Whately but people can play different styles that's fine. The problem I have with it is it's very revisionist approach to the time period. Want to be a Black woman on an Ivy League scholarship with a her blonde, blue-eyed boyfriend? Well no problem - that's one of the pre-gens. The book tells you to leave out any of the racial or sexual attitudes of the 1920s. Oh, and to tone down the insanity too because Mental Illness isn't something for fun.
Rules-wise it looked alright, albeit a Heck of a lot more survivable and simple than CoC.
Almost, but not quite. In SR the Johnson is just whoever is contracting the run, even if you know them or they're even another runner. They also may or may not be a middleman representing someone else. For instance S-K corpos use the title Herr Brackhaus instead of Mr. Johnson and it's known that Lofwyr himself occasionally uses that alias making runs for S-K potentially spicey given you may be breaking one of the cardinal rules, never deal with a dragon.
I found it fun not to explain Mr. Johnson (or some other terms) and just let players learn from context queues. "Who's the Johnson" or a succession of "My name's Mr. Johnson" all different people. They picked up quickly and it's fun to just introduce the slang dynamically.
It's more that I'm a bit burned out on the constant grimdark RPG settings. I don't mind a bit of darkness, but when every setting is a hopeless meat grinder, I get sick of it. If I can't answer the question "would I like to live in/go on adventures in this setting", it makes me wonder where the "fantasy" is.
The RPG community has a lot of emotionally stunted people in it, and emotionally stunted people often equate "dark and edgy" with being grown up. Whereas most actual grown ups just miss cheerful and inconsequential fun and wish they could have more of it. So there's a tonne of dark settings. Also, the formative years for a lot of games were in the 80s which was rife with this stuff. Even if a game is more modern like Terminator or Aliens, the setting is from the 80s. One of the things I like about Shadowrun is that whilst filled with awful dystopian elements, the tone is wild and free much more than it is doom-laden.
Anyway, there are more hopeful games like Cubicle 7's Doctor Who. Very simple and imaginative rule-system too. Obviously avoid anything from post-12th Doctor, though. FFG's Star Wars game is also a pretty robust rule system though with a bit more to learn than Aliens and requiring special dice (you can use an app, though). You can also play WHFRP as pretty wild and fun as well. It's a setting filled with misery but like Shadowrun, the playstyle can be quite a counter-point to that.
And where else is a Rat Catcher one of the best career paths?