Shadowrun
Shadowrun is a cyberpunk-fantasy cross-genre role-playing game, set in the not too distant future, following a great cataclysm that has brought use of magic back to the world, just as it begins to embrace the marvels (and dangers) of technologies such as cyberspace - the everpresent computer networks, genetic engineering, and the merger of man and machine called cyberware. The game has also been adapted to the Super Nintendo, Sega Genesis, and in Japan only, the Sega Mega-CD. All three of these adaptations are entirely different games with different story lines, although they all take place within the same Shadowrun universe. They are generally faithful to the pen and paper game, though in varying degrees. All versions show significant Japanese influence.Shadowrun was developed and published by FASA until early 2001, when FASA closed its doors and the property was sold to Wizkids who licenses the RPG rights to the current publisher, Fantasy Productions, and potential computer game rights to Microsoft.
| Table of contents |
|
2 Game technique 3 Influences and links 4 External links |
Fictitious background
Races
You are not limited to playing humans. Orks, trolls, elves and dwarves, as well as certain diverging subspecies (known as metavariants) like gnomes, giants, minotaurs, have evolved by being given birth by or changed from humans, a phenomenon called Unexplained Genetic Expression, or "UGE". Non-human races are called metahumans.
Additionally, a virus known as HMHVV (Human Meta-Human Vampiric Virus,) with many variant strains, has been known to cause further change, frequently resulting in Bandersnatches, Banshees, Dzoo-noo-quas, Goblins, Ghouls, Nosferatus, Vampires, Wendigos, Wild Fomorians, and other fierce abominations, as they are no longer human, sometimes even no longer sentient.
History
The emergence of magic, the outbreak of the VITAS plagues (Virally Induced Toxic Allergy Syndrome), the Computer Crash of 2029 (caused by a complex and nearly unstoppable computer virus called "The Crash Entity"), the Euro-Wars, in which the western-European countries once fought off an invasion from neo-communist Russia and then a pan-Islamic invasion like that 800 years ago, and the fevers for independence of AmerIndian tribes, chinese provinces, etc. left the world governments tumbling and falling. Out came the mega-corporations as the new superpowers. See the timeline.
The game is skill-based rather than class-based, but archetypes are presented in the main book to give players and gamemasters an idea of what is possible with the system.
The combat system as well as the general skill system uses dice-scaling (the more powerful the attack, the more dice you roll.) Shadowrun uses six-sided dice exclusively.
Some people complain that Shadowrun separates different types of characters too far: Fighters are useless in computing; Deckers (computer experts) are useless in magical encounters; Magicians can't drive well. Each specialty seems so far removed from the others that it appears difficult to write an adventure which involves all the players at the same time.
However, the archetypes are not character classes: the player is allowed to cross boundaries. Restrictions are not imposed by the system itself, but by the player seeking a specialized character. Because character-building resources are limited, the player has to weigh whether he wants his character to specialize in one game aspect (magic, computers, combat, etc.) while neglecting other aspects. Instead, he might choose to broaden his character's skill base while binding ressources necessary to become expert in one field. Overall, Shadowrun's character type system is as flexible as that of GURPS.
The "contacts" system makes it quite easy for players to acquire the use of skills that their characters don't have for a price, and, unlike most other roleplaying games, the use of one skill does not automatically preclude any other.
There have been complaints that cybertechnology in the Shadowrun game system makes very little sense. Because of the strict rules that make cyberwear difficult for the character to have, it is far less likely that someone will give their character enhancements like full cyberlimbs rather than alternatives like bioware and magic. This is a problem because cyberware, esspecially the obvious cyber-limb kind, is a staple of the cyberpunk genre.
Shadowrun is very closely based upon the writings of William Gibson (particularly Neuromancer), although less closely than the Cyberpunk 2020 role-playing game, with a much more North American focus on the world than most cyberpunk genre fiction.The corporations
They are immune to domestic law, responsible only to themselves, regulated only by the Corporate Court, an assembly of the ten largest corporations in the world:
These companies, and many more minor companies, fight each other not only in the boardroom or with tricky deals, but with physical destruction, clandestine operations, hostile extraction or elimination of vital personnel, and other means of sabotage. Because no corporation wants to be held liable for damages, it has to be done by deniable assets: shadowrunners, invisible to the system where every citizen is tagged with a System Identification Number (SIN). They are outcasts, from the streets or disillusioned ex-corp/government/military personnel who threw off the shackles of corp society to achieve freedom. They chose or were forced to work in the shadows cast by the gigantic corporate buildings to support their living. Players of Shadowrun generally assume the role of these shadowrunners.Technology
Despite the Crash, in which a lot of data was lost, technology has advanced in a tremendous rate. Cyberware, technical implants, and Bioware, genetically engineered implants, which enhance a person's abilities, emerged.
The Matrix
Direct neural interface technology enabled humans and metahumans to directly access computers and the Matrix, the global computer network restructured after the Crash. Access to the Matrix is accomplished by "deckers" who are individuals that have cyberdecks which are roughly equivilant to laptop computers. These interface machines are connected to the brain through a Datajack generally located behind the ear. The "deck" would then be plugged into a port that is connected to the matrix at large. Since shadowrun pre-dates the movie The Matrix it seems obvious that the Wackowski brothers were at least minorly influenced by the setting.Game technique
The Shadowrun game mechanics are based entirely on a 6-sided dice system.Karma
As the game progresses, good players will be awarded Karma points. These points are usually added to a total called Good Karma, which can be used to boost attributes and skills. Skills that are already well-developed cost more Good Karma than skills which are undeveloped, which helps encourage specialized characters to become more flexible by spending Good Karma on weaker attributes. Karma also makes characters more powerful in general because every tenth (or twentieth for metahumans) point is added to the Karma Pool instead of Good Karma. The Karma Pool allows players to re-roll dice or "purchase" additional dice in certain situations. Karma can even be used to avoid certain death, but it costs all Good Karma and Karma Pool points.Influences and links
Shadowrun was retroactively linked to Earthdawn, and is set in the "Sixth World", where Earthdawn is the "Fourth World" and our modern-day Earth is at the tail end of the Fifth World. Such links are not necessary for play, but they allow crossover potential.