Shadowrun, Fifth Edition—The Next Step

Shadowrun 5 Logo with Text

When the Shadowrun development team gathered in the secret headquarters of Catalyst Game Labs (okay, in a pleasant living room near Seattle) to discuss Shadowrun, Fifth Edition, one of the first questions why had to answer was: Why? That was a simple one: Because we wanted to. But then the questions got more complicated.

Such as this: What are the guiding principles of the new edition? That one was stickier, which is why it was a good thing that there was a fridge full of sodas nearby. Here’s what we came up with.

  • We like Shadowrun, Fourth Edition. In our minds, Fourth Edition did a lot of things right. The rules were more streamlined and easier to use than ever. Having Attribute + Skill as the basis for dice pools is good. Fixed target numbers are good. And many other things are good. We wanted to be sure the strengths of Fourth Edition remained in place.
  • Everything has a price. As we talked about Shadowrun, it became increasingly clear that this is a central issue facing shadowrunners. Everything they do is a trade-off of some sort. They trade the safety and security of a corporate job for the freedom of an independent life. They put their lives on the line in exchange for the chance to make a big score. They trade a piece of their soul for bleeding-edge gear to make them better, stronger, faster. All these choices bring them benefits in the end, but all of them have a price. That should be reflected in the rules. Runners should be able to get benefits they need—if they are willing to pay what those benefits cost. Nothing should be free.
  • Players are the heroes. The success of a player character should be based on who they are and what they can do—the Attributes at their core and the Skills they’ve worked hard to improve. That’s where their dice should come from as much as possible. And when we’re designing plots and adventures, the focus should be on shadowrunners doing awesome things, not being players in someone else’s story.
  • Amp up the cyberpunk. We love the cyberpunk Shadowrun started with, but we also realize that a lot has changed since the days when cyberpunk first took root. While it’s true that some of the genre tropes are dated, there are pieces of it that still resonate. Like a distrust of authority. The battle of individuals against dehumanizing institutions. Technology as both a tool and a threat. And a dystopian world where it’s a struggle to survive with at least a piece of your soul intact. We want the rules and the setting to reflect this atmosphere.
  • Make it awesome. Shadowrunning should be dangerous, it should be difficult, but it should also provide players the chance to do impossible and amazing things. There should be dice rolls that make everyone at the table whoop with surprise, excitement, or possibly dismay. These rolls should form the basis for stories told years later. If you want to try something dangerous but just crazy enough to work, the rules should help you find a way to make that happen.

Those are the goals. How did we implement them? That’s what we’ll be discussing in future blog posts. How well did we do? You’ll be the judge of that!

 

A note on the different Shadowrun games coming down the pike

The initial declaration of the Year of Shadowrun included announcements of a card game (Shadowrun: Crossfire), a minis game (Shadowrun: Sprawl Gangers), and a board game (Shadowrun: Hostile Takeover). That, quite naturally, led to some questions. How were all the games going to relate to each other? Did the fact that we were doing a miniature game mean Fifth Edition was going to be more minis focused?

We can’t answer all the relevant questions here (partly because we haven’t been able to read them all yet), but we can offer a few re-assurances. First, all of the developers of the games are committed to making the games feel like Shadowrun. It’s not just a matter of putting the right pictures on some random game—the rules of each game should pick up elements of Shadowrun rules and atmosphere so that they all feel they belong together. Second, despite this relationship, the properties stand alone. The card game is it’s own thing, and the cards will not be part of the role-playing game. The minis game is also separate, and Fifth Edition does not have an increased focus on minis.

And third, we want to share more info with you. There’s already been one development blog posted about the card game, and there will be development blogs about all of the upcoming games so you can get a look under the hood and read what we’re thinking. We hope this will get you as excited about these games as we are!

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Crossfire: Bringing deck-building to the Shadowrun Universe

Shadowrun 5 Crossfire Logo

2013: The Year of Shadowrun—there’s a lot to look forward to!

I’m the Design Producer for Shadowrun: Crossfire and it’s my pleasure to tell you about this exciting “first ever” for Shadowrun.

Shadowrun: Crossfire is a deck-building game in the style of Dominon or Thunderstone, but it’s also a whole lot more. Shadowrun: Crossfire combines the creative elements of the Shadowrun universe with the feel of adventuring in Shadowrun. You’ll go on runs with your team, engaging in scenarios where your team’s Hacker will be busy manipulating parts of the Matrix, while the Elf Street Samurai is keeping gangers at bay and the Troll Mage is providing support from (and possibly against) the Sixth World.

I’d like to briefly introduce the Fire Opal Media team that went on the run to create Shadowrun: Crossfire. You’ll be hearing from them directly on the details of Shadowrun: Crossfire in follow-up blog entries:

Gregory Marques: Gregory is a game designer best known for his work on expansions to Magic: The Gathering, Dungeons & Dragons: Tiny Adventures and Heralds of Chaos.

Mike Elliott: Mike is a world-renowned game designer with credits on over 30 expansions to Magic: The Gathering, the Pokemon TCG, Duel Masters & Battle Spirits, and the deckbuilding games Thunderstone and Thunderstone Advanced.

James “Jim” Lin: Jim is best known as one of the initial designers that created Magic: The Gathering with Richard Garfield. He also was a designer on numerous expansions to Magic: The Gathering and the Pokemon TCG.

Rob Heinsoo: Rob was the lead designer on 4th Edition Dungeons & Dragons, and most recently, he has been leading the design team on the 13th Age RPG. Rob’s other designs of note include Three-Dragon Ante and Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre.

Rob Watkins: Rob’s major credits include work on Dungeons & Dragons 3.5 & 4th Edition, Star Wars Miniatures and the Neopets Trading Card Game.

Conan Chamberlain: Conan has credits on over 50 digital titles at companies such as Disney, EA, and Sierra Vivendi, among others.

Sean McCarthy: Sean is Shadowrun: Crossfire‘s Intern. He came to Fire Opal after working at Google, and his exceptional game design and analytical skills merited his introduction on a title of this level.

I hope you enjoy playing Shadowrun: Crossfire as much as we enjoyed creating it.

Jay Schneider
Design Producer
Shadowrun: Crossfire, The Adventure Deck-Building Game

Posted in Crossfire, Products | 4 Responses

Welcome to 2013—the Year of Shadowrun!

Shadowrun 5 Logo

As you may have seen in this announcement, we have some big things planned for Shadowrun in the next twelve months and more. With Shadowrun: Crossfire (the card game), Shadowrun, Fifth Edition (the new version of the tabletop role-playing system), Shadowrun: Sprawl Gangers (the miniatures game), and Shadowrun: Hostile Takeover all in the works, there will be plenty of news to pass along. Shadowruntabletop.com will be your primary site for news on these products, and you also should keep an eye on Shadowrun.com for updates on all Shadowrun-related products, including the Shadowrun Returns and Shadowrun Online video games.

And if you’re thinking of visiting shadowruntabletop.com, do it now, because the fun has already started. For the next six months, in-universe blog posts will appear on the Shadowland and JackPoint web pages, and they’ll be accompanied by a regular stream of tweets from @shadowland2054 and @jackpoint2075. Make sure you check them out for your updates on what’s happening in the Sixth World.

Also, if you poke around the shadowruntabletop.com website a little, you’ll find some preview material from an upcoming Shadowrun sourcebook called Storm Front, that brings many of the plot threads from the past year to a head. Get information on the end of the Aztlan-Amazonia war, the finale of the clash between dragons, chaos in Denver and Seattle, and more by solving the puzzles and putting the fragments together in the proper order. You’ll also find information on the next source of chaos that will send the world into a tailspin—and keep the shadows flowing with nuyen.

That’s what’s going on now—so what’s coming up? Well, in the very near future you’re going to get a preview of the Shadowrun, Fifth Edition cover art by Hugo Award-nominated artist Michael Komarck. Michael has done great work for Shadowrun in the past, like the covers of Street Magic and Running Wild along with images like this one and this one.

Also, we know that there are plenty of questions about the new games—what’s going to be in them, how they relate to each other, and what was going on inside the various developers’ minds as they designed the games. To that end, we’ve lined up developers from all of the games (Mike Elliot to Rob Heinsoo, Jason Hardy to Randall Bills, and more!) to contribute to this blog and provide an inside look behind the scenes about the development process and what you can expect from the upcoming games.

So keep your eyes on shadowruntabletop.com—we look forward to sharing information and interacting with the awesome Shadowrun community as the Year of Shadowrun moves forward!

Posted in Hostile Takeover, Sprawl Gangers, Uncategorized | 3 Responses