This is a situation-driven concept to be tacked onto almost any RPG.
''Shotguns works like this: it's an RPG, you play yourself, and you have
twenty-four hours to equip yourself for being air-dropped somewhere
(you don't know where) to deal with something (you don't know what);
go. It gains its name from the most commonly-observed item to be brought
along.''
(from http://www.indie-rpgs.com/reviews/27/, a review of Dread on TheForge)
saw this on TheForge and thought it would appeal to IronMan? players
and other types keen on quick pick-up games... further details (if there
are any) are still forthcoming, but it seems to me the idea stands on
it's own, subject to GM interpretation of details (do you play yourself
or yourself-in-the-setting? points based?)
perhaps GURPS would be best for build-once use-many char-gen (and easy
translation into other systems, UA, Deadlands, D&D (?!))
no further details... Ron Edwards sayeth:
''As far as I know, Shotguns is more like a free-form thought-experiment or
party game than a role-playing game. I don't think there's any written form
of the game.''