Thursday, November 16, 2023

Shadowrun: 4th Ed. 20th Anniversary Core Rulebook Review


 Today, I'm reviewing the Shadowrun: 4th Ed. 20th Anniversary Core Rulebook by Catalyst Game Labs.  Alright, to me this is the best incarnation of Shadowrun since FASA first published Shadowrun in 1989.  In this game, you have a lot of options to make your character unique to others.  And strangely enough, 2019 marked the 30th Anniversary of this game, and so Catalyst Game Labs has since released Shadowrun: Sixth World.  Or sixth edition, to be fair.

 Shadowrun is a Roleplaying Game like Dungeons and Dragons, GURPS, and Rolemaster.  Although its set in a dystopian world where magic has returned and there is high technology in the form of cybernetics, computers, and other things.  Shadowrun is a mixture of Dystopian Cyberpunk and Tolkien Fantasy.  The game is inspired by Bladerunner, Minority Report, Neuromancer, and the Tolkien novels.

Man Meets Magic and Machine

The premise of Shadowrun is simple.  You play a character called a Shadowrunner.  Someone who lives in the outskirts of society.  The world has changed in fifty years. Corporations weild the power of nations, the cities are sprawling metroplexes, and as I said before, magic has returned.  The USA lost it's western states to the native Americans in a great war of magic and machine called the Great Ghost Dance.  And humanity has changed since the awakening in 2011.

Elves, dwarves, orcs, and trolls had thrown off their human disguises and joined the ranks of humanity.  And other things changed since the coming of Halley's Comet.  Humanity even further changed, introducing the Changelings into the mix (which have strange genetics, some even have reptilian appearances.)  As magic returned, so did the means of using magic.  Magicians -- from hermetic mages to shamans -- do magic in the streets.  And there is a world wide internet called the Matrix, which has become wireless.

As a Shadowrunner, you run the streets doing missions for the Corporations. These can include industrial espionage missions, bounty hunting, magical investigations, and other missions.  The GM should be inspired by James Bond, the adventures of Jack Ryan, and a host of other movies and television shows.  There is a cold war between corporations, and your character is in the thick of it.

Shadowrunners are originally thought of as terrorists, but they are operatives that are typically outside of the law.  They run the shadows, they are in the shadows, and they are equipped with magic, guns, computers, cyberware, and bioware.  Enhancements that allow them to do their job.


 

The System

Shadowrun uses simple six sided dice as it's core mechanic.  You roll six sided dice to resolve tests. The GM may set a target number, and usually you have to roll 5 or better to get a success.  The more successes you have, the better you are at that test.  Although sometimes lady luck can go against you, and if you roll more 1s than 5s or 6s, a glitch can happen.

Frequently asked questions: 

Are there classes?

No, there are no classes.  There are some sample characters which you can draw inspiration from.  From a Bounty Hunter to a covert ops specialist, to a combat mage, to a hacker, to a technomancer (someone who can interface the matrix without a Comlink), to a street samurai, and others.  They show what can be made with the system.  Unlike D&D, Shadowrun doesn't use classes.

Are there alignments?

No, and that's part of the game's charm.  D&D introduced the concept of aligmments, and games could be black and white.  In Shadowrun, there are only shades of gray.  Your character has no alignment, so you can play the character the way you want.  Want someone like James Bond? You can.  Only you aren't pigeon holed into playing a character in a way that Aligments can.  It's your character, you're free to play that character the way you want.  Of course, you have to deal with the consequences of your character's choices.

How does Magic Work?

Magic works differently in Shadowrun.  Every spell has a force rating that you can normally cast.  These ratings are typically from 1 to 6.  And sometimes can go beyond that. A magician can know many spells (typically about twice your Spellcasting skill at character creation).  And there are many spells to learn. Magic typically has a line of sight range.  You can cast an unlimited number of spells, but eventually that can take a toll on your character.


 

  How does the Matrix work?

The matrix works like a wireless network across the whole world.  Just like we have wireless phones, and wireless networks, so the Matrix is a vast wireless network.  It's been wireless since 2064 in Shadowrun.  Your character is a hacker or a technomancer.  The hacker still relies on a computer called a Commlink to access the matrix.  While the technomancer can do it instinctively without a Comlink or other computer.  The hacker uses programs to interact with the Matrix, while the Technomancer uses complex forms and sprites.  Programs (and their technomancer counterpart, complex forms) can have ratings up to 6.

 Conclusion 

Shadowrun is a good game, it has been for nearly 40 years.  It has been a cyberpunk RPG that has endured beyond other games like it.  Like Cyberpunk 2020 and Cyberpunk Red.  It's premise is simple, and you can create a whole number of characters using SR4A.  Thankfully it's on Drivethru, the game is cheep to get into.  The core rulebook only costs 15 dollars on Drivethru, and you can get the core sourcebooks for less than 60 dollars.  


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