Mechanics Included [Shadowrun]
Mechanics Included [Shadowrun]
Ehh… it’s definitely not an entry-level TTRPG. I’ve tried playing it once and bounced hard, though it was partially the fault of the GM…
It’s very crunchy, and complicated, and the rules aren’t laid out very well. Maybe now that I’m more experienced with TTRPGs in general I might have more fun with it. I remember doing some silly stuff that was a lot of fun, it was just bogged down by mistakes and misunderstandings and rules, and the way things are set up can often divide the party in a way that isn’t fun (the net, for example. Anyone not net-capable basically gets a lunch break whenever you’re doing anything in the net).
The lore and setting are perfect.
The decking/net-running problem is definitely a thing, tho. Doing it well requires the GM to build a really tight scenario, which is hard to do on a regular basis.
So, I regularly run Shadowrun as a “My first RPG” and as a “Wait, D&D isn’t the only game?”, but I do it by replacing the mechanics entirely.
If you want something official, Shadowrun Anarchy is actually pretty good. Otherwise, look at The Sprawl, or Runners in The Dark (A Blades in the Dark hack). And I guess at some point I’ll get around to actually releasing the custom system I’m using to run it for my current games.
Shadowrun is great and the SNES setting is one of my favorite games.
Don’t taint it by associating it with this absolute fucking creep .
I fucking love Shadowrun.
My group doesn’t like magic with their cyberpunk dystopias, so I’m stuck playing Cyberpunk RED. Which is fine. I’ve picked up a bunch of the fun non-magical stuff from SR, and borrowed a few of the megacorps.
We’re still having fun, but I still want metahumans and magic.
Ok, but do you have a Shadowrun tattoo like I do?