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Author Topic: The definitive Shadowrun  (Read 7394 times)

Shrieking Banshee

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The definitive Shadowrun
« on: June 25, 2020, 07:06:59 PM »
I want to hear about what is the definitive Shadowrun game to check out. I'm more familiar with 4e and its mechanics, and from what I get Shadowrun has always had dumb plot elements and jank mechanics.

But what else is worth checking out?

Spinachcat

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The definitive Shadowrun
« Reply #1 on: June 25, 2020, 07:52:23 PM »
The first edition of Shadowrun is worth reading. It's got all the jank mechanics, but the world is being laid down for the first time and its far more of a passion project than anything later. The first edition - like many new games from small publishers - was built on a hope and a prayer, not corporate logistics and attempts to appease the maximum audience. And of course, 1e doesn't suffer from metaplot canon bloat.

Every edition of SR has wankass mechanics (more or less in various editions depending on what's important to you), so if you like the setting, I'd highly consider porting it over to D6 system. D6 isn't a sexy system, but its blandness doesn't matter if you value something that's easy to use, reliable and mostly fades into the background during actual play. The PCs are at the similiar level of toughness in both systems.

There are so many D6 support PDFs out there now that your conversion would be done in a weekend.
Or just play SR with its wankass mechanics.

crkrueger

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The definitive Shadowrun
« Reply #2 on: June 25, 2020, 09:06:08 PM »
I think the strongest Shadowrun is Second as a base with Third added in to taste.  Anything Catalyst is just a godawful mess.  The setting is inferior to FASA's as well.
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KingCheops

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The definitive Shadowrun
« Reply #3 on: June 25, 2020, 10:26:32 PM »
It's third for me.  Plot line pretty much hit its peak with the end of the corporate wars and the mob wars in Seattle and the Renraku Arcology Shutdown.  Brainscan was a very fun campaign.  3rd was the last gasp for pink mohawk but still worked pretty well for both.  Just avoid any of the Comet related stuff -- that's when SR started to jump the shark story wise.

lordmalachdrim

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The definitive Shadowrun
« Reply #4 on: June 26, 2020, 07:38:32 AM »
The Comet stuff was after Shadowrun was moved from FASA to FanPro.

Omega

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The definitive Shadowrun
« Reply #5 on: June 26, 2020, 09:33:21 AM »
I have 1st ed. But I played extensively 2nd ed. 2e SR seems to be the go-to for good Shadowrun play with a pinch of 3e to tastes.

KingCheops

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The definitive Shadowrun
« Reply #6 on: June 26, 2020, 12:15:51 PM »
Quote from: lordmalachdrim;1136421
The Comet stuff was after Shadowrun was moved from FASA to FanPro.

Yup but they still had some writers I enjoyed in FanPro.  It wasn't until Catalyst and the embezzlement when it really goes down the crapper.

Itachi

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The definitive Shadowrun
« Reply #7 on: June 26, 2020, 12:59:05 PM »
Quote from: CRKrueger;1136359
I think the strongest Shadowrun is Second as a base with Third added in to taste.  Anything Catalyst is just a godawful mess.  The setting is inferior to FASA's as well.
This.

Also, aesthetics wise FASA really nailed it in a way newer editions never could. It made the setting exotic and it's own thing instead of just some hi-tech with elfs. The old cover (and logo) says it all, I think.


« Last Edit: June 26, 2020, 01:03:35 PM by Itachi »

KingCheops

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The definitive Shadowrun
« Reply #8 on: June 26, 2020, 02:13:54 PM »
Love the street sam with the war paint.  So much better than the 3e cover (which was FASA as well but bland).

Itachi

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The definitive Shadowrun
« Reply #9 on: June 26, 2020, 02:37:06 PM »
Me too. Also, the wild west looking longcoat of the lady in the middle.

lordmalachdrim

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The definitive Shadowrun
« Reply #10 on: June 26, 2020, 03:08:41 PM »
Love the old logo with the skull and the circuit board scroll

Shrieking Banshee

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The definitive Shadowrun
« Reply #11 on: June 26, 2020, 03:25:18 PM »
I always have trouble coming up with plots or things I find interesting in cyberpunk settings without ending the cyberpunk. I'm not super interested in endless mercenary jobs, and changing the world would just be grimy miserable domestic terrorism with no real positive outcome.

To a certain extent in stories that motivate me, I want something to protect or something to change to the better. And the only sort of stories of that in Shadowrun require very uncyberpunky stories (IE the Videogames).
« Last Edit: June 26, 2020, 03:27:59 PM by Shrieking Banshee »

Itachi

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The definitive Shadowrun
« Reply #12 on: June 26, 2020, 03:44:33 PM »
Quote from: Shrieking Banshee;1136535
I always have trouble coming up with plots or things I find interesting in cyberpunk settings without ending the cyberpunk. I'm not super interested in endless mercenary jobs, and changing the world would just be grimy miserable domestic terrorism with no real positive outcome.

To a certain extent in stories that motivate me, I want something to protect or something to change to the better. And the only sort of stories of that in Shadowrun require very uncyberpunky stories (IE the Videogames).

My current character is stuck in the Barrens, hiding from authorities, while trying to raise the final amount of money to retire, AND make peace with his inner Dog Totem. This means getting runs to fill the bank account one night, helping out the local shaman lodge in the other, and having firefights with lone star cops in another.

TL;DR: You can mix doing shadowruns for money, story arcs for personal goals, and skirmishes with local gangs and stuff. No need to do ONLY one of those. :)

Shrieking Banshee

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The definitive Shadowrun
« Reply #13 on: June 26, 2020, 04:05:05 PM »
Quote from: Itachi;1136539
My current character is stuck in the Barrens, hiding from authorities, while trying to raise the final amount of money to retire, AND make peace with his inner Dog Totem.

All sound just like a mild sidegrade at best from the mercenary business. As I said it doesn't deal with protection or change. Just being a wild dog fighting at the scraps of unchanging monoliths.
I can have money arcs, personal goals, and skirmishes with local gangs while also having a neat impactful story with larger consequences at stake where it doesn't feel contrived that I'm at the center of.

It feels like Shadowrun is designed in such a way that without magical MacGuffins or AI intervention, 95% of the world is not designed with players in mind.

Edit:

I'm reading 2e materials and I'm not super getting the spot where its all that better than 4e in writing.

Spinachcat

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The definitive Shadowrun
« Reply #14 on: June 26, 2020, 06:15:01 PM »
I disagree. The SR world was designed with players in mind, but it's about the mercenary business and being a wild dog fighting at the scraps of unchanging monoliths. It's akin to Dark Sun or Warhammer in a way. There are universal constants that few campaigns will ever overturn, but the excitement for players is making their mark, perhaps even making things in some local a bit better. SR might be colorful and glitzy, but there's a grimdark core to cyberpunk.