RPG Highlights: Shadowrun
Ah, Shadowrun. I have a lot of complicated feelings about Shadowrun. This one might be is a bit rambly. Shout out to the anonymous suggestion for this one.
So, first off, I’ve mostly played 5th edition with some slight dabbling in 4th. So those editions are what informs my opinions on Shadowrun.
What Is It: Shadowrun is a d6 dice pool, skill-based, fantasy cyberpunk/corporate dystopia rpg. You can play an ork decker (hacker). Or an elf marital adept. Or a chromed up street sam(urai). Get hired as corporate disposable assets, but a shit ton of gear, and go cause a ruckus.
The Sixth World (the world of SR) is, easily, one of my all time favorite rpg settings. For those not familiar, SR is a fantasy cyberpunk. The long and short of it is that in 2012, magic came back into our world (though the timelines between the real world and that of SR split a bit earlier than that, mostly concerning the rise of megacorporations). It’s very fun to just, get lost in the SR wikis or peruse the more setting focused books (which is all of them really). Everything you’d expect from modern cyberpunk you can find in SR. Now just add fantasy. Magic, orks, elves, overpowered mages, etc, etc. (There’s arguments to be made that, the “punk” part of a lot of current cyberpunk products is kind of lost, and its more of a “corporate dystopia”, but there are better informed people out there who can write a lot better on that than me. Minimum, SR contains at least the aesthetic you’d be looking for in cyberpunk)
At one point, an actual dragon was the president of the “US” (technically UCAS if I’m remembering my lore correctly, but you get the idea). It’s a blast. That being said, there is some, problematic writing. Again, I’m not the expert on this, but you will probably come across some stuff that leaves a sour taste in your mouth One major examples is how the game mechanically deals with cybernetic augments. The more chrome you pick up, the less Essence you have. In-lore, Essence is more or less described as one’s “humanity” or connection to the earth/world. The lower your Essence, the less “magical” you are. If you get too much chrome, you can go full “cyberzombie”. So, from a pure gameplay mechanic, I get it. You need to balance cybernetics with magic otherwise you’d have chromed up mages running around and it would probably be a mess. But it’s, kinda messed up that if you want just a regular not-fancy prosthetic leg you have to mechanically lose some of your humanity.
There’s a few other bits and pieces of lore writing that is also not super great, but I also don’t have any of them on hand, so just kind of a warning. There’s a tone of cool stuff in SR but be prepared to come across some not as cool parts.
Playing The Game: Okay, so moving on to the mechanics as I understand them. And I am by no means an expert.
At it’s core, SR is a pretty simple classless d6 dice pool. You make skill/action rolls which are based off the points you have in an attribute plus the points you have in a skill. It can be remarkably flexible. I honestly like this core.
On top of that, when you build a character you have a massive pool of positive and negative traits to play with. You can make very unique characters, and a lot of them. I mentioned classless but there are some general archetypes you can build toward, like mage, adept, street sam, decker, and others.
Where things can get messy is where the more, “simulationist” begins to come into play. So, your character is just as much defined by the gear they have as the skills they possess. Gear is very important mechanically. And it’s also once you start to get into gear (and to an extent the pos/neg traits) that you begin to run into a lot of the situational modifiers that makes SR difficult to learn. There are rules for, a lot of things. Rules for different bullet types, firing mechanisms, explosive calculations, magical strain, summonings, astral projects, falling, jumping, skydiving, basically an entirely different game for decking (hacking), and more.
This sort of style suits some people! If you love to optimize and get really granular, there’s a ton to work with here! But for me, this is where the game starts to break down. Just personal taste.
All the extra rules and exceptions is also where mechanically, the game can start to feel kind of broken. In my experience, mages are overpowered, with adepts being even more overpowered. I never really look for a perfectly balanced game (if such a thing is even possible), but it can get out of hand in SR, again at least in my experience.
The RAW intended “core loop” of SR (if that idea can be applied to ttrpgs) is basically, get a job, do the job, try not to die, get paid (hopefully), buy knew gear and repeat for as long as you’re having fun. And let me be clear, you can easily have a blast in SR. I had fun, even with all my personal issues with the mechanics. Just keep in mind what kind of game it is if you’re thinking of picking it up. There is also Shadowrun: Anarchy, which is billed as a more rules-lite and narrative focused version of SR, but I’ve only barely skimmed it so I can’t offer much on it.
Production Values: So, the SR books look nice. Plenty of nice art, interesting layouts, packed full of lore and world information. They’re nice to read like a book. Where they utterly fail is a game tool and resource. The books are riddled with errors requiring pages of errata, are horribly, unintuitively organized, and occasionally hide rules and mechanics in little sidebars. You will be flipping through the books a lot when making a character. The whole book. Hope you’ve picked up a character builder too.
Why You Should Play It: The cyberpunk base provides a unique foundation for telling stories. Cyberpunk can be a lot of fun to explore, the addition of fantasy just helps set SR apart from other cyberpunk products. But you can also just put on some mirror shades, straighten up your pink mohawk and have some wild adventures if all you’re looking for is explosions and action. That’s totally cool too.
End of the day, SR is worth checking out. It will require some effort, Catalyst Labs doesn’t make it easy. And it may not be the system for you. But the setting can carry it pretty far. Also, I recommend checking out the podcast Neoscum if you want an actual play example. It’s on the zanier (pink mohawk) side of things, but it is seriously great, and an equally great examples of what you can do with SR.
Where You Can Get It: Various editions of Shadowun, including the most recent sixth edition are available on DriveThruRPG and Catalyst’s website.