Old games never die, they just get new editions. Some games take big design steps and then walk them back (D&D, WFRP), while others start forking out into multiple, concurrent editions (Traveller and RuneQuest). Others still just revise every concurrent edition, walking a tight balance between satisfying the fanboys and making the game accessible to those who couldn’t or wouldn’t buy it the last time around. No game is better suited to tell this perilous story than Shadowrun. Shadowrun was born in the late 80s around the same time as Cyberpunk, but took to that genre with its own twist, adding in magic and Tolkienesque “metahuman” races. Originally developed by FASA, the same design studio behind Battletech, Shadowrun has always had wargaming roots show through by virtue of its complexity and level of detail. This both gained it many fans as well as an intimidating reputation, especially when we’re talking about the first three editions of the game.
When someone says the word ‘adventurer’, the picture of a steady home life is not often one of the images called to mind. The dusty road, the shadows between the megascrapers, the space between the stars, these are most often the places that adventurers spend their time and make their fortune – or lose everything. While being an adventurer, or really any type of player character. almost universally involves going where others won’t either physically or mentally, I think there’s something to be said for breaking the mold and giving them a tavern, a ship, a base, a business, a home. While it might not be the one they were all born to, a party of adventurers with a place of their own can certainly turn it into a place that makes them feel like they belong.
A down-on-his-luck troll who’s using his powers as an adept to turn things around. A shaman from the NAN who protects the world with spirits at his side. A victim of the Crash 2.0 who doesn’t need a ‘deck to see the Matrix anymore. A driver and a drone pilot who feels more alive when she’s one with her machines. Each Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. Get ready for magic made physical, spirits bound in service, technosorcery across the grid, and swarming drones (and never forget what I told you about the dragons) because we’re heading back to the Sixth World of Shadowrun 5th Edition from Catalyst Lab Games!
An elf with a silver tongue and a quicksilver pistol draw. A dwarf with magic at his fingertips and dragonfire in his soul. An ork so heavily augmented he’s barely a metahuman anymore. A human with his brain jacked right into the grid. Each Meet the Party article gives you an entire group of ready-to-play adventurers (maybe even some heroes) for your gaming needs for a variety of systems and settings. Remember, chummers: Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon, because it’s time to Meet the Party for Shadowrun 5th Edition from Catalyst Game Labs!