Shadowrun, Fourth Edition

Shadowrun, Fourth Edition
by Fanpro

Shadowrun, Fourth Edition
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Book Summary Information

Author: Fanpro
Edition: Hardcover
Audio: English (Unknown); English (Original Language); English (Published)
Published: 2005-10-30
ISBN: 1932564667
Number of pages: 352
Publisher: FanPro

Book Reviews of Shadowrun, Fourth Edition

Book Review: welcome to the future
Summary: 5 Stars

I tried playing shadowrun during the (I believe) 2nd edition. Yuck. The rules were more jacked up than Rifts- and in my opinion- that says something. But like Rifts, the setting was such that you wanted to play, but when you got into combat everyone sort of glazes over with that "deer in headlights" expression. Actually it was more like a "sweet bloody Jesus I have no idea how this works yet and it's going to take 4 hours."

4th Edition cleaned things up by borring some ideas from our friends at White Wolf. Dice are used as a "success, no success" format. Total successes are compared to a given target etc. Others have discussed this thoroughly.

Combat is a lot of fun while including a lot of various elements, from genre normal smashy-shooty, to cybernetic enhancements, combat hacking, and magic. All of these come in together beautifully. Imagine a brawl in the middle of a street where the mage levitates above to reign firey blasts on the enemy, the cyber ninja moves at amazing speed with his tech-enchanced katana, a giant troll wields a chain gun mowing down minions while the team's hacker starts ramming the enemies with nearby cars and disabling enemy cybernetics and weapons!

The setting and mood still remain the star of the show with an amazing story of corrupt (read: normal) giant multi-national corporations, organized crime right out of a pulp novel, mysterious forces of nature, spiritial realms.

The game is great for any group and adaptable for role playing heavy, espionage and intrigue centered games, to the D&D minded smashy/slashy/shooty gamer.


Summary of Shadowrun, Fourth Edition

The Shadows Have Evolved

The year is 2070. The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line

You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done.

Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more.

This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.

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