Shadowrun 3rd Edition by FanPro
Written: Jul 26 '05
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Product Rating:
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Pros: Vivid and interesting setting.
Cons: Too many rules.
The Bottom Line: Do you want to try something different than a D20 system rpg? Try this.
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| maza's Full Review: |
Product: Shadowrun 3rd Edition
Publisher: FanPro
"Well Mr Johnson, I can frag him for ya, but it's gonna cost ya plenty of Nuyen. You see life is cheap, death is expensive"
Shadowrun is a successful and acclaimed role-playing game set in the not-so distant future. Shadowrun RPG was initially published by FASA (makers of Battletech and Mechwarrior RPG), but once FASA went bankrupt, Wizkids (MageKnight, Heroclix, Mechwarrior:Dark Age) bought the rights and subsequently and licensed the product to FanPro who currently publishes it. FASA also used to publish a medieval-fantasy rpg called Earthdawn. Earthdawn is set in the same alternative universe and in the same alternative Earth as Shadowrun. In essence Earthdawn is the history of the Shadowrun universe (unfortunately, no one in Shadowrun knows it). Earthdawn is also owned by Wizkids and is licensed to and published by Living Room Games. There were two previous editions to Shadowrun, and FanPro is currently publishing the 3rd edition which is the same as the 3rd edition published by FASA.
The year is 2060, Megacorporations rule the planet. Governments are weakened giving rise to splintered factions that have consolidated territory for themselves. Man and machine now live in harmony. Cyberspace, called Matrix long before the movie of the same, is a reality. Replacing various bodyparts for the newest, coolest and deadliest piece of hardware is commonplace. 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 of the Elves, Dwarves, Orks and Trolls...but that is the tip of the iceberg. Magic can now be wielded like a tool by Mages, Shamans and Adepts. Tossing spells at whim. Mundanes are not without there own arsenal with many deadly weapons from high powered pistols like the Ares Predator II to bonafied hand held artillery like the Panther Assault Cannon.
This future world has its own heroes. They are called Shadowrunners, and in reality are nothing more than mercenaries who do the dirty jobs for Megacorps so they will not tarnish there pristine reputation, for the right amount of creds of course. Jobs can range from extraction of key personnel, bodyguarding a Johnson for a major deal or dealing with magical threats like Insect Spirits. Many, varied and drek right dangerous are the possible courses for the Shadowrunners careers keep your wits about you cause there is a toe tag waiting for anybody who is careless, clumsy or even just rude.
Included in this new edition is an updated events calendar covering the major events of the past few years like Chicago being quarantined after being overrun by Insect Spirits or the newly elected President of the United American Canadian States, Dunklenzahn being assassinated.
Moving on is a tweaked character creation system which is definitely being aimed more at beginner players giving better examples and better definitions of terminology used through the rule book. Also there is an expanded character template selection to choose from.
Next is the 'Skills' chapter. Which to my mind makes a lot more sense than the previous editions did. Skills are now directly affected by your Attributes. Mainly this affects the way skills increase with experience, giving rise to a truism of life that it is easy to pull a trigger but it is harder to learn to shoot off a gnats a*s at two hundred paces. The player also gains secondary skills which helps flesh out characters. Did I hear the click of someone pulling back the hammer of the Rutger Warhawk.
Yes the Combat chapter descends upon us. This section lays out all the necessities of the eventual gun battles you'll get into. The big change here is to the initiative rules which lets everyone take an action before being swamped by those with those with superhuman reflexes. This section now only covers ranged and melee combat because the next chapter 'Vehicles and Drones' delves into all things related to those crazy guys an gals who plug themselves into vehicles and go around like demented New York cabbies.
The 'Magic' chapter is next on the list. I must admit that they have defiantly done some nice improvements here and it is much easier to understand and digest. The magic wielders are split into three categories.
First there is the Hermetic who manipulates the power through abstract and complicated formula. Second is the Shaman who uses his power through and with guidance from his totem which is usually an animal like the old native Americans shamans did, each time they use the gifts it is inspiration which drives them, no spell is cast the same way twice. Lastly is the Aspected magicians who are lesser in their ability to wield magic but in this group are the Physical Adepts who use there magic to enhance themselves...well um...physically, from making them stronger or faster or to become deadlier like the legendary martial artists. Contained here are the complete rules of magic use and a large list of spells.
The chapter following is the 'Matrix' which is the computer generated world of databases or program constructs. To give yourself a basic visualisation think of the old Walt Disney film Tron or more recently The Matrix. In these data stores contain information which is pay dirt to you. Every secret that the MegaCorps hide you unearth but it is not that easy nasty programs called ICE defend these stores and powerful versions known as Black ICE can kill deckers by frying their synapses while they are plugged into there artificially generated world.
'Running The Shadows' chapter gives the GM useful information, fleshing out on possible situations also to guide the GM to what kind of experience rewards the players should get.
'Contacts' is next but it has been whittled down to a few basic people you could meet or have use of. 'Spirits And Dragons' has received the same thinning sensation leaving you just a few Critters to play with, you'll have to buy the GM screen for the Critter supplement, annoying but that's life.
Lastly is all the nice toys that players need in the 'Street Gear' chapter. Contained here within are loads of guns, armour, vehicles and magical supplies etc...that no player should leave home without.
Overall is this 3rd Edition better? Yes it is better laid out and explained making it for more user friendly specially useful to those newbies who pick up the book and are daunted by all the tables and charts. I do like the fact that the Skill to Attribute relationship, it is well conceived making it at last useful to balance characters out. My advice to any GM's wanting to run this system is to read it thoroughly because there are many aspects to this cyberpunk/magic world such as combat, magic, decking, critters, rigging and astral space to name just the major topics.
With all that said this is game has a great setting and a good system, although a bit intimidating in the beginning especially if you are used to the D20 system which has given many players and GM's hours of fun. It was a very refreshing experience for me to play a system that only used D6 (six sided dice). You see I am used to the D20 system where you get to roll all sorts of funny sided dice. A good thing is that you can run Shadowrun just from this one book, which leaves supplements as an option not a necessity.
Recommended:
Yes
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Epinions.com ID: maza
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Member: Nick Maza
Location: Greece
Reviews written: 40
Trusted by: 14 members
About Me: I live in Greece. I hate the summers.
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