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Paperback Shadowrun 3rd Edition RPG Book

ISBN: 3890646603

ISBN13: 9783890646602

Shadowrun 3rd Edition RPG

The Shadows Have Evolved The year is 2070. The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your... This description may be from another edition of this product.

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A New Look at an Old Game

Let's talk about Shadowrun. An old FASA game, Shadowrun for years languished in that terrible state that can consume a game when a fantastic world is saddled with a horrid rule system. An amazing and vibrant setting, Shadowrun had a rule's system so pathetic that after two or more years of playing it, I had never even learned how to handle damage. This is not the first game that I didn't try to learn while playing. The is the first game where I succeeded in remaining ignorant. I had my rules lawyer friend to give me character development ideas and I knew how to spend karma. The Game was so obfuscated under its own byzantine system of exceptions that no amount of time playing was able to batter its way through my rules-ambivalence. That was version one or two. I never played three. For those that don't know, Shadowrun is a magical cyberpunk game set in a future where magic has returned to earth and Japanese corporations threaten to consume American life (which is on the ropes anyway because the country has fractured). Most games take place in the line's signature city of Seattle and it hinges around the Shadowrun. In a typical Shadowrun, a nameless corporate suit, called Mr. Johnson as a matter of tradition and convenience, hires the Shadowrunners to do some deed. A Shadowrun is any illegal or quasi-legal activity, most typically some for of corporate espionage, theft, sabotage or kidnapping. Come on, Chummer. You know you want play. So how's version four? Well, let's start by saying that from what I understand, Fanpro, the holder of the current license, took a wise approach to releasing this product. They released the eBook version of the game on August 31st, and by the 1st of September, their first errata list was available online. They revised the game and released it nine days later after getting initial feedback from their fanbase. Only then did they release the print version. While this isn't enough to get a full playtest out of their customers, it is enough to make sure that the print book had been throughly combed for inconsistencies and unclear test. So, did this trick give them the product they wanted? Well, let's take a walk through the book, shall we? After a piece of opening fic and your standard "What is a Roleplaying Game" fare, the book moves on to immediately play to its strength: the Setting. It starts with a history chapter, which advances the Shadowrun timeline to the year 2070. In this section they manage to incorporate modern real world tech into the world that the game previously missed (wireless, anyone?) and advance the world to a slightly newer age. Forgive me if I don't know how far this leapt beyond third edition, but it's a fine an necessary section. Next comes the obligatory section on the world in general, after which a new player should have some idea what's going on in this awakened setting. Next you'll see the game concepts. Here is where the system take a leap beyond what I've played

Fourth Edition is a worthy successor of Shadowrun's earlier editions

This version continues with the heart of Shadowrun's earlier editions (I have played versions 1, 2 and 3) and refines a number of rules. 1) Rolls are more straight forward and common across magic, shooting, etc 2) Telecommunication, matrix and rigger technology is considerable refined to be more realistic with what might be given current technology. (This promotes deckers to actually join the team on some runs). 3) Technomancers have been added from the novels. 4) Build points, as well as qualities, provide the ability to have characters that are more diverse and still balance. All Archtypes have been built to the standard 400 BP. My one negative thing to say is that we jumped from 2064 to 2070 with little idea of what happened in between. While the characters are less powerful compared to previous editions, I find them to be better balanced. A GM who wants to have characters more comparable to earlier editions (in terms of starting power) need simply adjust the beginning build point value upwards. While characters from earlier editions will need come tweaking to be compatable with 4th edition rules, this is unavoidable due to the positive changes to the rules and technological advances.. Much like comparing that 386 computer you have in the garage to the one you use now, some upgrades are definitely worthwhile. ---- Point of note regarding mathmatics and probability. In an earlier review it was stated that the changes to the rolls resulted in a 33% failure rate "at a standard task for a character with an average attribute and adequate training in a skill". That is not correct. If an unskilled (skill level 0) person with an average attribute (3) attempts a basic test they have a 20 in 36 chance of success. 2 dice for 5 or 6 (-1 dice for defaulting). If an average person (attribute 3) who is a beginner at a skill (level 1) attempts a simple task (threshold 1) they get 4 dice and need only one 5 or 6 for success (about 77% chance of success). The skill checks are easily modified to difficulty or detail by threshhold while retaining a reasonable range of probability based upon natural aptitude and skill. ----

At long last, the age of reason

An upgraded background The year is now 2070, and many things have happened in the shadows since 3rd edition was released. The comet came and went, SURGE gave birth to changelings, the balance of corporate power shifted a bit, sending some former giants into oblivion, and acknowledging new ones (worry not, Villiers, Knight and Lofwyr are still around :D), the old Matrix crashed, replaced by the new wireless one, the deckers are old history, and the Otakus grew up. Although efficient and down to earth, the background is somewhat light... but hey, did you expect to know all the secrets of the sixth world in the core book ? And then, light as it is, you still get enough of it to understand what living in the Shadows feel like - the individual stories scattered through the book work wonders for that. I suppose that in the end, you've got a fine balance in the amount of information available : enough so that GMs and players get a good feel at the atmosphere, not so much as there is nothing left to be discovered. On top of that, Fastjack himself does the History lesson. Now, if that isn't an honour :D My only complaint is that there is (still) no "typical shadow remuneration grid" that would help the GMs work out how many nuyens their players are going to make out of that run... You'll have to figure that yourself. Also, there is no introductory adventure, but Fanpro publishes "Missions" regularly on the shadowrun website (www.shadowrunrpg.com). At (long) last the rules are fixed The updating the rules makes most of the 4th edition book, and Fanpro has done a fantastic job at that. In my opinion, the main changes would be that : (1) Target Number is always 5. The number of "hits" determines the level of success. Equipment that formerly gave a reduced TN (smartlinked guns, for example) now give additionnal dice - that way, your street samurai will stop getting those really cool but unrealistic 10 hits whenever he uses his Ares Predator... Also, you'll get a chance at soaking some damage, even though you're not wearing a complete security armor... (2) Attributes are a lot (A LOT !) more important. Every time you use a skill, you roll Attribute + Skill dice. That makes attributes really useful, when they used to be there only to determine your Combat Pool. As a consequence, they are also more expensive to buy at creation and to improve with Karma. (3) No more pools. Yep, that's it, no more combat pool. However, you can now dodge attacks to help you resist those nasty bullets. Some OTT weapons (sniper rifle, anyone ?) have also been reajusted (still nasty, though... But no so much that you hesitate using one as a GM :D). Also, no more Sorcery pool to help you cope with Drain : instead, you resist with Willpower and another mental attribute, depending on your tradition (mages with logic, shamans with Charisma : I can see more elves becoming shaman already...). (4) Deckers... er, sorry, Hackers, can actually move, and even shoot and run while hacking.

Thank Goodness

I've played an amalgam of roleplaying games and the original problem with Shadowrun 2nd/3rd editions was the attrocious organization of the material. While I feel the rules were unnecessarily simplified, the organization was finally put straight and therefore the game becomes much more enjoyable. I also feel the combat system lost some measure, but if you plan on running the games you can always edit and modify the rules to your own needs. Thankfully, with the new organization, you can find what you need without playing hopscotch through an entire manual. Kudos to the makers.

Running in the Shadows

The year is 2060 and Megacorps rule the world. Governments are weakened and factions are rising that have consolidated territory for themselves. Man and machine now run in harmony from the computer generated world of the Matrix to replacing limbs or body parts for the newest, grooviest and deadliest piece of hardware. But more importantly the most Earth shattering change to life as we know it is the return of magic. The new awakening has given rise to the return of old races. Elves, Dwarves, Orks and Trolls walk among us. Magic can now be wielded like a tool by Shamans and Adepts. Mundanes are not without there own arsenal with many deadly weapons from pistols to heavy cannons.I love Shadowrun, it mixes the cyberpunk culture with Elves, Orks and magic very nicely. The combat system is a welcome divergence from the tired D20 system. This RPG game has a great setting and a good system which has given many players and GM's hours of fun. A good thing is that you can run Shadowrun just from this one book, which leaves supplements as an option not a necessity.
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