

#Shadowrun free spirit pc pdf#
This isn’t some PDF we’ve found on the arse-end of the internet. This game has been in circulation longer than a lot of my readers have been alive. This is the fifth fucking edition of a wildly popular title. This isn’t some sideshow attraction like FATAL, or a product that is essentially satire akin to Hackmaster. This isn’t some backwater unplaytested clusterfuck of a thing. My favourite thing about this passage is how I’ve read it four times and still can’t understand it If I wanted to ignore rules I could just tell a story with my friends and leave the dice at home a game should fit together beautifully and each rule should act in service of all the others, not function as some dirty little grab-bag of ideas. It’s just that it’s a fucking shoddy excuse for writing bad rules, is all. (And while we’re at it, I’m fully aware that the important bit isn’t the rules, it’s that we all have fun, and we can ignore rules if they don’t fit. What else is useless? Where do I draw the line? Can these rules survive intact if I ignore bits of them? Will I still be playing the game as the designers intended?

This is like when Vampire: The Masquerade decided that skills such as Flying and Lip-Reading were as mechanically important as skills like Persuasion and Streetwise in their urban game of dark horror. You have to read it with an eye for which rules you’re going to use and which ones you’re going to cut out, and that’s not a good rules-set. Once a game does something like this, it’s hard to take it seriously. 7 th Sea has fewer rules than this for treading water, and large sections of that game are expressly designed to take place on board ship. It’s a game where you are thrown onto the mean streets of Neo Tokyo (or Neo Wherever) and fight to survive against almost impossible odds through canny use of tactics.
#Shadowrun free spirit pc full#
For the first example, here’s a paragraph that offers full rules for treading water: I hate three kinds of rules: redundant rules, rules that require maths, and rules that directly counteract against the story. I can’t imagine what they cut from it, because it seems like everything is here. That level of granularity – although it’s so granular it’s now unpleasant to experience, so perhaps grittiness is a better word, in as much as the bottom of a cup of coffee is gritty – is present in every level of the game. But if you’re just coming to the world now, that’s so much choice as to make informed decisions almost impossible. If you’ve been playing Shadowrun for the last ten or twenty years, it’s fine. That’s too much to take in as a new player. As a starting player, here, you’re expected to look over the list of potential vehicles and pick out twelve of them. This is a Rigger, one of the six basic roles you can take on in a Shadowrun team – they’re in charge of piloting vehicles from unmanned drones to tricked-out battletanks. You probably won’t be able to read all that, and that’s fine. But, for the most part, they’re dinosaurs.

There’s a thrill to pitting yourself against a ruleset and trying to wring the most effective characters out of it. There’s still a market for your Travellers and your Dark Heresies, of course, for hardbacked tomes that have rules for every eventuality and worldbuilding that covers every base. We don’t need massive blocks of stats and numbers to help us define a game world we need brisk, crisp rules that power reward behaviour and power stories. Now, these days we’re in something of a movement towards lighter games. So you’ve got near-future chipheads and goons struggling to survive in a world of chrome and neon and double-crosses whilst also, crucially, being trolls and elves and casting magic spells. This is the random personality table for NPCs, and almost all the personalities are awfulįor those who don’t know, Shadowrun is a combination of two great 80’s roleplaying tastes that taste great together – High Fantasy and Cyberpunk.
