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Shadowrun, Fourth Edition [Hardcover]

Fanpro (Author)
4.5 out of 5 stars  See all reviews (30 customer reviews)


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Product Description

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.

Product Details

  • Hardcover: 352 pages
  • Publisher: FanPro; 4th edition (October 30, 2005)
  • Language: English
  • ISBN-10: 1932564667
  • ISBN-13: 978-1932564662
  • Product Dimensions: 11 x 8.7 x 0.8 inches
  • Shipping Weight: 2.7 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (30 customer reviews)
  • Amazon Bestsellers Rank: #788,794 in Books (See Top 100 in Books)

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Customer Reviews

30 Reviews
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Average Customer Review
4.5 out of 5 stars (30 customer reviews)
 
 
 
 
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7 of 7 people found the following review helpful:
4.0 out of 5 stars Shadowrun 4th edition, new rules, same good ol' shadowy fun, October 19, 2005
This review is from: Shadowrun, Fourth Edition (Hardcover)
I've been playing Shadowrun since 3rd edition and had gotten the rules on that down to about a dozen solid pages of rules adjustments and tweaks. So a new version was something I was hoping to see fix a lot of things. Yet to truly try it out, but so far it looks nice. Feels a lot like the Story Teller system from White WOlf in basic looks (fixed TN, amount of dice mods, # of success based, min. number of success based, attribute + Skill). But it still manages to keep the shadowrun feel alive, with a lot of gear adjusting what you can and can't do. (Though so far it looks like you need do with less then 3rd, where you could easily fill a full page with just gear from bullets to cyber implant routers). Some of that still exists (4 items are needed to get the matrix(computer network) overlay, the computer, it's OS (?!), some sort of image device like glasses, and then an image link on that device. Though some things have been streamed down, and the wireless helps a lot. Overall the biggest change is the new wireless matrix, which at first felt a little fishy and has a few holes. Not anywhere enough time has passed from a major economic and social disaster to suddenly have a massive wireless network pop up in 5 years, even if it is replacing the damaged computer networks. Using the wireless computers for ID feels... kinda risky too. THe origin of Technomancers (sort of, living wireless computers) is kinda fishy, but it works. The art is in my opinion a vast improvement too. Magic seems to have gotten a streamline... though the Turn to Goo spell already gives me shivers... So far I'm really liking it, a very 1984 twist given to Shadowrun, where vast amoutns of data about anyone quickly collect and Big Brother is everywhere. If you liked Shadowrun before, I'd say give it a look atleast. If you haven't, you might like what you see. if you haven't ever read shadowrun, it's a good introduction with everything you need to play.
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15 of 18 people found the following review helpful:
3.0 out of 5 stars Critical Review of Shadowrun 4th edition, October 15, 2005
By Justin DeLap "Tank" (Columbia, MO USA) - See all my reviews
This review is from: Shadowrun, Fourth Edition (Hardcover)
I have been involved with Shadowrun since 1990 and am considered something of an expert as well as a semi-obsessive collector of all things Shadowrun.

Here are my two cents.

The flavor/style/background of this product ties in directly with the past editions of shadowrun. However,the rules have been fundamentally reworked.

RULE CHANGES (Technical Information): The element of chance has been increased dramatically due to the fact that all target numbers are set at 5+ (on a d6 die). Modifiers are subsequently incorporated by adding/taking away dice for the test. Tests utilize not only skill ratings (in dice) but attribute ratings (in dice) rolled together for tests. Damage is now a standard number of "condition boxes" which changes according to opposed test results. Skills and attributes now have absolute maximums. Most individual differences in the past editions of the game (Shaman vs. Mage conjuring abilities, Bioware Body index vs Cyberware Essence, Hacker (Decker) vs. Rigger, etc...) have been made equivalent and simplified). The Matrix rules have finally been made at least semi-playable (after years of laughable attempts) These were most of the significant changes made in this edition.

MY OPINION: I have mixed feelings about this new edition. The new matrix / augmented reality rules improved this unplayable ruleset quite a bit (although they force most characters to utilize the computer interface whether they like it or not). After playtesting the new combat system, I was a bit dissappointed. The increased element of chance and +/- die modifier system produces combat with uncertain results. (i.e. Gamemaster difficulty in scaling encounters) Character generation is more enjoyable due to the ability to heavily customize characters. The reduction of all character augmentations (spells, adept abilities, cyber and bioware) to the same set of rules/modifiers was somewhat of an improvement.

Overall I would say that I am ambivalent about this new edition. It will be interesting to see if FanPro produces quality supplements for 4th edition in the future, given the simplification of the rulesets.
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17 of 21 people found the following review helpful:
5.0 out of 5 stars Running in the Shadows, October 1, 2003
This review is from: Shadowrun (Paperback)
The year is 2060 and Megacorps rule the world. Governments are weakened and factions are rising that have consolidated territory for themselves. Man and machine now run in harmony from the computer generated world of the Matrix to replacing limbs or body parts for the newest, grooviest and deadliest piece of hardware. But more importantly the most Earth shattering change to life as we know it is the return of magic.

The new awakening has given rise to the return of old races. Elves, Dwarves, Orks and Trolls walk among us. Magic can now be wielded like a tool by Shamans and Adepts. Mundanes are not without there own arsenal with many deadly weapons from pistols to heavy cannons.

I love Shadowrun, it mixes the cyberpunk culture with Elves, Orks and magic very nicely. The combat system is a welcome divergence from the tired D20 system. This RPG game has a great setting and a good system which has given many players and GM's hours of fun. A good thing is that you can run Shadowrun just from this one book, which leaves supplements as an option not a necessity.

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Most Recent Customer Reviews

2.0 out of 5 stars It wasn't broke and didn't need a 'fix'. especially one that fails
Shadowrun is a roll playing game set in a cyberpunk world to which magic, elves orcs and the rest of the D&D hootenanny have been added. Read more
Published 23 months ago by Graves

5.0 out of 5 stars welcome to the future
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. Read more
Published on June 29, 2008 by Andrew G. Knoebel

5.0 out of 5 stars Stream lining the shadows
the 4th edition of shadow run is great. It simplifies and streams lines alot of what 3rd tried to do. Read more
Published on June 27, 2007 by M. Prioriello

5.0 out of 5 stars Show's how a good game can last for ages
Shadowrun has been around for ages. And that's a good thing. Far too many games have gone into the D20 slump. Read more
Published on June 18, 2007 by FBRobertson

5.0 out of 5 stars What a Great RPG
I absolutely love what they've done to Shadowrun in 4th Edition. I haven't read a Shadowrun book since 2nd Edition and I welcome all of the improvments. Read more
Published on May 14, 2007 by J. Eldred

5.0 out of 5 stars A New Look at an Old Game
Let's talk about Shadowrun. An old FASA game, Shadowrun for years languished in that terrible state that can consume a game when a fantastic world is saddled with a horrid rule... Read more
Published on May 10, 2007 by Robert J Defendi

4.0 out of 5 stars Shadowrun, 4th Ed.
This is the 4th incarnation of the Shadowrun game. I have played Shadowrun since the original release. This book is a continuation of the timeline. Read more
Published on January 9, 2007 by Simon L. Boddie

3.0 out of 5 stars Great game... if you ever get the books
I was recently introduced to the world of Shadowrun and greatly enjoyed it.

I then called around to all the local game shops and they were all sold out of the current... Read more
Published on December 30, 2006 by C. Talaski

5.0 out of 5 stars Well worth the cost
I'd like to mention a few downsides and upsides not covered in other reviews. I've had the book for a couple months now, and own Street Magic as well -- I'm eagerly awaiting... Read more
Published on December 8, 2006 by Andrew Campbell

5.0 out of 5 stars Nice Redux
This was a nice revamp and clean up of Shadowrun. I have avoided the game previously for the reason of poor mechanics. Read more
Published on November 16, 2006 by Jeffrey A. Tyler

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