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Shadowrun (2nd Edition)

by Jordan Weisman

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299289,104 (3.95)1
The core rulebook for the Shadowrun tabletop game.
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The second edition cleared up many points, but still did not handle the worst aspect of this gaming system - that a well-balanced team could end up having three different environments and timelines at the same time whenever a mission got interesting.
This would generate boredom on the parts of most players, especially if one hogged the entire action.
  AtrixWolfe | Jan 19, 2008 |
This is the classic roleplaying game combining Tolkien-esque creatures and fantasy magic with a gritty cyberpunk world.

While I'm not so enamored of the actual system it's self, this game and it's subject matter inspired many of the roleplaying dreams of my teenage years and has great nostalgic value for me.

- Peter K. ( )
  Kisners42 | Jul 7, 2007 |
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Shadowrun (7901)
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The core rulebook for the Shadowrun tabletop game.

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General Gaming information for Shadowrun, an action-based role-playing game system using multiple six-sided dice (to the point of absurdity - a dragon can have 40 dice).
The main attraction of this game was the ability to mix high-tech with magic in a civilized world (I hit a dragon with a rocket launcher - the dragon calls the police on me and sues for damages).
The drawback of the game is its amoral nature - unlike D and D, there is no ethical alignment - and as most characters start out on the grey side of the law, it is impossible to be a "paladin" here.
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