Art: Paul Bonner
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Additional Information
The original version of Shadowrun hit the shelves with a bang a decade ago, and it's
been turning heads ever since. An unusual mix of SF, fantasy and cyberpunk culture, the
brand new 3rd edition of Shadowrun thrusts players into the world of
2060, where magic has seeped back into the world, bringing with it the vanished races of
troll, dwarf, and dragon. It's a place where corporations hatch sorcerous plots,
flesh and machines have merged, and the streets of the mega-sprawls are ruled by elf gangs and
independent operatives -- shadowrunners, the best of the best. Compatible with earlier
sourcebooks and adventures.
FASA Corporation
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A review by Henry Harding
If you spell fun S--H--A--D--O--W--R--U--N, well, then you're spelling fun wrong. It's F--U--N. Get
yourself an O.E.D. (that's Oxford English Dictionary for the uninitiated, the definitive dictionary
of the English language -- throw away your Webster's) and look it up. Fun: it means amusing, entertaining, enjoyable.
However, if you mean that Shadowrun, the crossover cyberpunk/fantasy game, is synonymous
with fun I couldn't agree more.
What a laugh! Elves as hackers, gangs of orc cops on the graft,
dwarven gumshoes. It's refreshing in a gaming world overrun by angst-ridden gothic
vampires -- "Oh, what a moral dilemma! Do I suck every red corpuscle out of your body and agonize
over my vampiric misfortune, or do I give it all up and face the dawn? Anyone got a straw?" -- and
those annoying, Tolkien wannabes -- "Halt foul wurm! It is I, Sir Darren Toogood of the lost house
of Pistachio, come to thwart your evil... hey, HEY! Stop gnawing on my leg.
I haven't finished proclaiming yet." -- to finally come across a game where the underlying concept is fun.
The milieu is a familiar one. Hackers and street warriors, gangs and multinationals, cyberdeck cowboys
riding the matrix. Player characters are shadowrunners, corporate espionage agents available for all B&Es,
courier runs, smuggling, hits, and unscheduled data extractions... for a price. Yes, the anti-hero, criminal
hackers are sticking it to the man and making a couple of extra nuyens.
What makes Shadowrun
different is magic has returned to the world, dragons run for the President of the USA, and gangs of
undead roam the seedy night streets. Characters can be any of the metahumans: trolls, dwarfs, elves, or
orcs. Weapons can range from monofilament whips and forearm snap-blades to manabolts and death touch
spells. Characters form a team of shadowrunners, essentially a small felonious business. With the nuyens
they earn from contracts, they can buy lifestyles, or even pool earnings to purchase a grander lifestyle
for the team, a swank office on Fifth Avenue hoping to attract more lucrative contracts. Sir Darren
Toogood is replaced by a wiseguy elf knocking on a warehouse door and asking to
speak to the Don. Nefarious capitalism comes to fantasy.
What Shadowrun does is break the rules. In speculative fiction there is a very sensible rule that
states, "You can only have one type of magic," meaning you can't have hyperspace and warpdrives and
generation ships and cryo-travel and anti-gravity drives and flying carpets all zooming around the
same story. Having that "Anything Goes!" chaos bombs the willing-suspension-of-disbelief right out
of any plausible storyline. (All Star Trek fans please close your eyes and hum very loudly over
this paragraph, thank you.) But Shadowrun does just that. It mixes magic with near future
technology, and it works because its tongue is planted firmly in its cheek. It has fun with the
genres, pokes fun at them, and ultimately comes up with something that is pure, unadulterated mind candy.
This third edition jazzes the setting with new and improved game mechanics: the developers have jumped
through flaming hoops covered in kerosene to simplify and quicken game play. Rules are grouped together
in similar sections, magic rules have been totally revamped to resemble the rest of the game system,
examples are concise and easy to follow, and best of all the Third Edition does not make other Shadowrun
products obsolete. All the basic rules for game play are included in this edition. No need to go
out and buy other rulebooks for riggers and drones and the Matrix. The info is all here. Included
also is a section guiding you through the transition from previous Shadowrun products and
the Third Edition. Plus all the rule changes are posted at FASA's web page.
And that's how I spell fun.
Copyright © 1999 by Henry Harding
Henry Harding has been gaming since he was knee high to an elf. If only
someone would pry the dice out of his hands he might get started on that sequel to War and Peace he's been thinking of writing.
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