Author Archives: randall

Shadowrun 5 Official PDF & Print Preorder Release Date

SR5

On December 21st, 2012, Catalyst Game Labs announced the Year of Shadowrun, the most ambitious release of games for Shadowrun in its almost twenty-five year history. The cornerstone of the Year of Shadowrun is the release of the Fifth Edition of the tabletop roleplaying game.

Catalyst Game Labs is extremely excited to announce that on July 11th the PDF of Shadowrun, Fifth Edition will go on sale for $20 (available both at www.battlecorps.com/catalog as well as www.drivethrurpg.com). Along with Harebrained Schemes’ release of Shadowrun Returns on July 25th, fans of the Sixth World will have more Shadowrun drek to leap into than you can shake a fist full of credsticks at!

Additionally, while stores have been able to pre-order Shadowrun, Fifth Edition for some time (and if you can support your local game store, please do!), that date will also see online pre-orders available for the print books, both the standard edition as well as the limited editions we’ll be offering (details surrounding the limited editions will be provided in a future post).

The print edition of Shadowrun, Fifth Edition will be available in stores come August.

We’ve been publishing a series of blog posts covering a host of topics surrounding the development of Shadowrun, Fifth Edition, as well as the other games in the works, at shadowruntabletop.com. Additionally, we’ve released five Shadowrun, Fifth Edition free preview PDF—including a brand new one today—to allow gamers a huge look at the new edition from all angles. We’ll release one more free preview PDF, covering the Matrix, in another week or two, leading up to the July 11th PDF release date!

See you then!

Check out shadowruntabletop.com and www.shadowrun.com to learn more about all that’s happening in the Year of Shadowrun!

Any news sites interested in reviewing the Shadowrun, Fifth Edition PDF please contact randall@catalystgamelabs.com.

Catalyst Game Labs

Catalyst Game Labs is dedicated to producing high-quality games and fiction that mesh sophisticated game mechanics with dynamic universes, all presented in a form that allows beginning players and long-time veterans to easily jump into our games, while helping fiction readers enjoy our stories even if they don’t know the games.

Catalyst Game Labs is an imprint of InMediaRes Productions, LLC, which specializes in electronic publishing of professional fiction. This allows Catalyst to participate in a synergy that melds printed gaming material and fiction with all the benefits of electronic interfaces and online communities, creating a whole-package experience for any type of player or reader. Find Catalyst Game Labs online at www.catalystgamelabs.com.

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SR5 Graphic Design Blog: The Cover Is Everything

By now, there’s a good chance you’ve seen the cover of Shadowrun, Fifth Edition. If not, here it is:

SR5-Cover-Full

Today we’re going to talk a little about how it came to look like that. Near the end of July 2012, the core group of Shadowrun developers/authors/management met up in Seattle to talk about a new edition of the game. At that time we had a good idea of what was on the table as far as rules tweaks and changes to game mechanics, so we spent a lot of time talking about presentation of the books themselves. How would it look on your shelf? How would it be presented in a store? How do we stay true to the Shadowrun look?

Everything was up for discussion, but we needed to do some research to make an informed decision. After all, the decision we were going to make would impact the line for years to come. Talk about pressure!

book spread

First, we looted eBook developer Peter M. Andrew Jr.’s massive Shadowrun collection and covered every available horizontal surface with books. It was like a bomb went off, but instead of damage and carnage, it left only Sixth World awesomeness. We then chose aspects of the books we liked, pointed out things we didn’t like, and made suggestions on what could change. We noted everything down and then went to Step 2, a retail excursion.

The folks at Olympic Cards & Comics (http://www.olympiccardsandcomics.com) let us take over their RPG section (it’s huge—stop at their store if you’re ever in the area, it’s absolutely worth your time) for a few hours to study the presentation of RPG books in general. Not only could we see directly what works and what doesn’t work in a retail environment, but the staff were also happy to tell us what worked from their perspective. This was great, because a lot of their points were things most people might not think about and are used in a different way by retailers than they are by players: location and size of the product number, orientation of text on the spine and even the type of binding they like to see on books.

Once the research was done we started making notes and drawing sketches. We came up with a list of ideas:

1. Logo needs to be big and up top. It gives the book pop, and many retailers show off books in a “waterfall orientation” where the upper portion of the book will be showing.

2. The spine needs to identify the game immediately and be easily readable.

3. We should have a framing element for the cover. The SR4 line of books nearly all used full-bleed art for the covers. This was cool and gave flexibility to the designer, but over time lead to a disparate look to the books. A frame would allow us to keep the look concise and consistent, at least for the first year or so of books.

4. We could do away with the regular Catalyst branding elements: the black bar across the bottom and white text identifying the type of book. When CGL was young, it helps immediately identify a Catalyst book and help establish the company, but wasn’t necessary any more. The CGL logo would stay on the cover, but we could now move on from that standard branding.

5. It’s all about characters. Focus the covers on characters as much as you can, at least on the core line of books. Don’t get me wrong, cityscapes and gear illustrations are awesome, but when it comes down to it, it’s the characters that matter, acting as a proxy for the players.

6. The back cover copy needs to be concise and to the point. You hear it all the time—attention spans are getting shorter. Don’t go on and on about what’s in the book. You should be able to both summarize the book and draw a player in with only a few short paragraphs.

So, with those notes I immediately went to work. That night in my hotel room I started putting together ideas. And they sucked! They sucked so hard I’m not even going to post samples here. But, that’s all part of the process—very few projects are perfect on the first attempt.

Over the next few weeks and months, I went back and forth on the design, streamlining and tweaking it until we had what we wanted. I’m very, very happy with the final product and think it stands up strong against the covers of the previous edition core rulebook covers (I went through and applied the SR5 cover art to the different editions because why not?).

Four-Covers

Cheers!

Matt Heerdt
“I’m Not Sure What My Actual Title Is So Let’s Go With ‘Media Design & Production Guy'”

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Origins 2013 Special Edition Shadowrun Release (Update!)

CAT27000_Shadowrun5-OriginsSpecialEdition_Cover_400wide

UPDATE: We just heard from the printer they cannot guarantee the book will be avaiable for sell by Thursday. So while it might be on sale on Thursday, it might not…it will be on sale Friday (provided the printer’s guarantee comes through!). Finally, because it’s been asked, the price of the Origins 2013 Special Edition softcover is $49.99.

On December 21st, 2012, Catalyst Game Labs announced the Year of Shadowrun, the most ambitious release of games for Shadowrun in its almost twenty-five year history. With convention season set to begin, it is time to start getting these games to the players and fans.

The cornerstone of the Year of Shadowrun is the release of the Fifth Edition of the tabletop roleplaying game. While the planned spring release for Fifth Edition has become a summer release, Catalyst Game Labs wants to offer a special opportunity for the convention-going Shadowrun fans that have supported this seminal universe for decades.

As the Origins Game Fair kicks off the convention season during the Year of Shadowrun, Catalyst will release limited quantities of a Origins 2013 Special Edition printing of the soon-to-be-published Shadowrun, Fifth Edition. This softcover version exactly mirrors the final hardcover printing, with the exception of not featuring the two foldout sections of artwork nor the Shadowrun Online marketing code.

Come to the Catalyst Game Labs booth 601 at the Origins Game Fair and be the first to purchase the best edition yet of the brilliant Shadowrun RPG.

Check out www.catalystgamelabs.com, www.shadowrun.com and www.shadowruntabletop.com in the future for details on when the hardback/digital versions of Shadowrun, Fifth Edition will be generally available!

Catalyst Game Labs
Catalyst Game Labs is dedicated to producing high-quality games and fiction that mesh sophisticated game mechanics with dynamic universes, all presented in a form that allows beginning players and long-time veterans to easily jump into our games, while helping fiction readers enjoy our stories even if they don’t know the games.

Catalyst Game Labs is an imprint of InMediaRes Productions, LLC, which specializes in electronic publishing of professional fiction. This allows Catalyst to participate in a synergy that melds printed gaming material and fiction with all the benefits of electronic interfaces and online communities, creating a whole-package experience for any type of player or reader. Find Catalyst Game Labs online at www.catalystgamelabs.com.

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Crossfire: Developing the Metatypes

Shadowrun 5 Crossfire Logo

There are five different metatypes in Shadowrun: Crossfire: dwarf, elf, human, ork, and troll. Each metatype determines your starting cards in hand, starting nuyen, and starting and maximum hit points. Relatively minor variations in these three statistics end up providing a surprisingly large amount of variance in how each metatype plays.

THE STARTING STATISTICS

Let’s take a look at each of the starting statistics and how it works in the game.

Hit Points

At first glance, it would seem that hit points are the most important statistic. You lose if someone on your team runs out of hit points and goes critical, after all. In early versions of the game, hit points were definitely the most valuable of the three starting stats. As we developed the game, though, two major changes reduced the importance of hit points. First, we introduced the Crossfire deck, which encourages runners to achieve things quickly, rather than stalling. This addition made tanking the obstacles less desirable of a strategy. Second, we reduced the number of cards that let runners move obstacles. As a result, it became more common for a runner to go critical while others on the team had lots of hit points. The result of these two changes is that there are strong diminishing returns in terms of starting hit points. Having 5 hit points is very noticeably better than 4 hit points, but having 6 hit points is only a little better than 5 hit points, and having 7 hit points is barely better than 6 hit points. If you do choose a metatype with more than 5 hit points, you should consider focusing on the Street Samurai role because of the Monofilament Whip card. This card allows you to move obstacles from another runner to face you instead. If you’re going to be doing that often, you probably want a few extra hit points. It’s also generally desirable for the starting runner to have extra hit points. In all of the missions, that runner tends to take a bit more damage than the rest of the team (since the team has fewer turns to deal with obstacles in front of that runner before they attack). This is especially noticeable in the Deal with a Dragon mission.

Starting Cards

If I had to pick one of the three statistics that was best, I would choose starting cards. Having high starting cards lets you get a fast start. By defeating obstacles quickly, you can often prevent damage to a runner, in effect increasing their hit points. In addition, defeating obstacles faster will result in you getting your nuyen payouts earlier, allowing your team to improve their decks earlier. There are some diminishing returns in starting cards, though. For example, in the Caught in the Crossfire mission, there is a big difference if you finish the scene on the last runner’s turn or end up waiting an extra turn and finishing on the starting runner’s turn. In the first case, you have drawn one less Crossfire card, so you will face one less hard obstacle in the next scene. This is a major reward, because the hard obstacles are bigger, have nastier effects, and pay less nuyen than the normal obstacles. On the other hand, the reward for finishing two turns before the Crossfire flip vs. one turn is relatively low. It only gives you an extra turn during the next scene in terms of avoiding extra Crossfire flips, but it doesn’t make the next scene any easier. When this happens, you’ll often wish that you had taken less starting cards as a team, and instead taken more nuyen, which would make your decks stronger for the next scene.

Nuyen

Taking a metatype with high starting nuyen is really fun. You get to buy better cards, so your deck will be stronger than the other runner’s, long term. Of course, someone has to be responsible for tanking and defeating the first set of obstacles, so your team will suffer if everyone goes down the path of playing for the long game.

THE METATYPES

Now that we’ve gone through a quick overview of the starting statistics, let’s look at each metatype and talk about its strengths and weaknesses.

Human

Humans are the most balanced and easiest-to-play metatype. They have 5 hit points, which is usually enough for most runs, and they have a nice balance of starting cards and nuyen. A team of all humans works fine.

Elf

Elves lose 1 hit point and gain 1 nuyen compared to humans. The extra 1 nuyen is quite valuable long term, but having only 4 hit points means that you will rarely feel comfortable with your health total. Obstacles with Attack Strength greater than 1 are dangerous for you, and you’ll often be living in fear of what event the Crossfire deck might bring. Playing as an elf is fun, though. You have a good amount of nuyen and starting cards, so you can be a star both early and late. It’s the rest of the team’s responsibility to make sure your low hit points don’t take them down, right? A fun challenge is to have everyone on the team play an Elf. You’ll come out of the gate fast and have good decks in the long run, but you will also be desperately short of hit points.

Ork

Orks are a good metatype to have the starting runner play. In that seat, it’s more likely that you’ll be able to take advantage of your 6 hit points. In addition, it’s great to have someone with 5 starting cards lead off and set up runners with fewer cards in hand. Because of your low nuyen, though, the team’s long-term potential will suffer if you have too many ork runners. Play a few games with everyone being orks and you’ll see what I mean about it being possible to have too much firepower at the start of the game.

Dwarf

Dwarves are the opposite of orks. They are a good metatype for the runner who is going last. You only start with 2 cards, so if you go early in the round, you often can literally do nothing on your first turn. If you go later in the round, though, your teammates can often leave you valuable things to do with your 2 cards. Long term, you’ll have the best deck since you have the most nuyen. If too many runners on your team are dwarves, though, you’ll suffer a lot in the early turns since you simply have too little firepower out of the gate. Dwarves also suffer a bit in games with less than 4 runners. There are fewer runners to help make up for the fact that they are so weak at the beginning of the game.

Troll

Without upgrades, trolls are probably the weakest of the metatypes. Even as starting runner, 7 hit points often turns out to be more than you can use. To help trolls out a bit, there are a few events and obstacles that work out much better for the team if one of the runners is a troll. In addition, some of the upgrades allow you to leverage your hit points for other things. A hilarious challenge is to have everyone play a troll runner. You won’t lose quickly since it takes a while to eat through all those hit points, but you’ll notice how long it takes to defeat obstacles when you start with so few cards and nuyen as a team.

Jim Lin

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