Darth Canoli
Arcane
TLDR Jump that first introduction part if you must, you won't miss much
I first played Shadowrun first edition and then bought the second ed. rulebook which, for once, wasn't streamlining previous rules but adding content.
It's a great PnP RPG, and i had a lot of fun with it, mostly as a player but also as a GM with a different group.
My first character was an orc shadowrunner, high quickness, medium STR/CON aiming for high heavy weapons skills (Vindicator minigun/auto-canon for another player's car).
He also had some skills in guns for lower profile missions and was aiming for a lot of cyberware, weapons datajack, monofilament whip, retractile claws in case he's disarmed and more.
That said, I played Shadowrun Returns a couple of years back and recently Dragonfall DC and Hong Kong just now.
Played a mage in Returns and my original PnP character (without the whip but with a shitload of cyberware) in Hong Kong (can't remember Dragonfall one).
At first, i absolutely hated Returns but eventually completed it.
Couldn't complete DF last year and completed HK just now.
I kind of like HK in spite of all the engine's retardation and rules streamlining and missing rules.
I gave away my 2nd ed. rulebook and scenarios years ago to someone that i hope used it so i can't compare.
I also heard about a 6th edition for shadowrun that came out in 2019 streamlining the PnP RPG.
The streamlining process already started during 3rd to 5th version, not sure when exactly but the differences between 2nd and 5th are quite important.
Harebrain's Shadowrun is probably using 3rd or 4th edition, i'm not sure, didn't search really hard but couldn't find the info and the game is uninstalled already (wikipedia and wikia don't provide the info as far as i know)
/TLDR
So, what's missing from the PnP ?
The character creation system
Sample characters from 3rd ed. rulebook
So, that was just a part of what's missing from the character creation and i'm not talking about character development and gear nor all that's lost because of that in-game.
Add to that corridor maps, linear missions and depressing town hubs and you get the picture and even with all that streamlining, they had to add quest compass...
I think that's enough for now, i might add something about how retarded their implementation of the matrix is and how streamlined is the combat too but it'll have to wait.
I first played Shadowrun first edition and then bought the second ed. rulebook which, for once, wasn't streamlining previous rules but adding content.
It's a great PnP RPG, and i had a lot of fun with it, mostly as a player but also as a GM with a different group.
My first character was an orc shadowrunner, high quickness, medium STR/CON aiming for high heavy weapons skills (Vindicator minigun/auto-canon for another player's car).
He also had some skills in guns for lower profile missions and was aiming for a lot of cyberware, weapons datajack, monofilament whip, retractile claws in case he's disarmed and more.
That said, I played Shadowrun Returns a couple of years back and recently Dragonfall DC and Hong Kong just now.
Played a mage in Returns and my original PnP character (without the whip but with a shitload of cyberware) in Hong Kong (can't remember Dragonfall one).
At first, i absolutely hated Returns but eventually completed it.
Couldn't complete DF last year and completed HK just now.
I kind of like HK in spite of all the engine's retardation and rules streamlining and missing rules.
I gave away my 2nd ed. rulebook and scenarios years ago to someone that i hope used it so i can't compare.
I also heard about a 6th edition for shadowrun that came out in 2019 streamlining the PnP RPG.
The streamlining process already started during 3rd to 5th version, not sure when exactly but the differences between 2nd and 5th are quite important.
Harebrain's Shadowrun is probably using 3rd or 4th edition, i'm not sure, didn't search really hard but couldn't find the info and the game is uninstalled already (wikipedia and wikia don't provide the info as far as i know)
/TLDR
So, what's missing from the PnP ?
The character creation system
- The individual initiative system is missing (one team first, then the other one)
- The Priorities (cf. picture from 3rd ed. is already simplified from my memories of the 2nd ed.)
- Skills, a lot of them from stealth to demolition, language, knowledge (etiquette is just the basic knowledge and how to behave), all the driving skills
- Creating your own skills
- Flaws (light to severe allergies, racism, any psychosis you could come up with or weaknesses, ... ) giving more skills/char creation points and perks costing skill points and giving some bonus.
- Spells, the mana pool is gone, instead, you get spell slots, of course, way less spells are available and you can't have half as many spells than in PnP
- Hermetic magic
- The Astral Plane
- Contacts, an interesting part of the game, you could spend starting money to develop trusting contacts you can use further during missions and keep on working with them if you pay them and treat them right.
- Lifestyle, cost of life, loging, medical care, you had to spend some money on it initially and keep on paying monthly bills
- Racism, some NPC or aven PC are racists and all the rolls with them are modified depending on who's interracting with them, it made the game richer as well but you know, we live in denial now.
Sample characters from 3rd ed. rulebook
So, that was just a part of what's missing from the character creation and i'm not talking about character development and gear nor all that's lost because of that in-game.
Add to that corridor maps, linear missions and depressing town hubs and you get the picture and even with all that streamlining, they had to add quest compass...
I think that's enough for now, i might add something about how retarded their implementation of the matrix is and how streamlined is the combat too but it'll have to wait.
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