Shadowrun Adventures and Campaigns

Umbran

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Back during the holidays, my wife gifted me a copy of the 5th edition Shadowrun rules. Taking that to be a big hint, I'm looking at doing something with them, perhaps a monthly game, or somesuch.

I found, back when I was running and playing earlier editions of Shadowrun, that the published adventures were a great resource - I especially found that the twisted nature of the plots presented therein was better than anything I could do at the time. Not one to try to reinvent the wheel, I wouldn't mind seeing if the current game has similarly good adventure support.

Of course, the 5th edition rules are still fairly new. Most of the adventures, campaigns, and plot sourcebooks are for previous editions.

So, the questions:
1) How good are said adventures, campaigns, and plot sourcebooks?

2) How much change has there been in the 5th edition, and how useful are the old books with the new rules?
 

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You will have to adapt the rewards the PCs get for the mission as in SR5 the price for Cyberware went up a lot. Also, books from 3E or earlier would be a bit hard to convert because the Matrix was still wired and the new wireless rules likely allow for tactics not anticipated by the adventure.
You also need to rewrite the NPCs because of the introduction of the Limit system and because Skills now go up to 12.

And there is of course the metaplot issue if you are following it. 5E is 2075 and a lot of earlier plots have been tied up. So you need to do some window dressing to adapt the adventures to the time you are playing in.
 

You will have to adapt the rewards the PCs get for the mission as in SR5 the price for Cyberware went up a lot. Also, books from 3E or earlier would be a bit hard to convert because the Matrix was still wired and the new wireless rules likely allow for tactics not anticipated by the adventure.

In 5e, they seem to introduce the fact that many corporations have realized the issues of wireless, and so have locked down their systems again, which makes tha tpoint a touch easier.

You also need to rewrite the NPCs because of the introduction of the Limit system and because Skills now go up to 12.

And they didn't in 4e? Well, that's annoying.

And there is of course the metaplot issue if you are following it. 5E is 2075 and a lot of earlier plots have been tied up. So you need to do some window dressing to adapt the adventures to the time you are playing in.

Only rarely is metaplot a mechanics issue, thank goodness. I can take the metaplot from whatever era, and use that, I expect.
 

In 5e, they seem to introduce the fact that many corporations have realized the issues of wireless, and so have locked down their systems again, which makes tha tpoint a touch easier.

That is a often discussed topic among SR players. While the lore reason is to make the matrix more safe, in game terms devices became more vulnerable to give Deckers something to do during combat. So make sure you have a good grasp on what is possible through decking before adjusting the adventure.
And they didn't in 4e? Well, that's annoying.

Yes, Limits and 12 rank skills are completely new in 5E.
 

That is a often discussed topic among SR players. While the lore reason is to make the matrix more safe, in game terms devices became more vulnerable to give Deckers something to do during combat.

I haven't read through the whole thing yet, but so far as I am concerned, this sounds like an improvement. In past editions, deckers were pretty much off playing their own separate game. They chewed up so much GM time that I simply said, "No PC deckers". If they've increased their role in meatspace, and decreased the amount of game-time spent on the final datasteal, I'm good with that.

So make sure you have a good grasp on what is possible through decking before adjusting the adventure.

I expect to run some throwaway one-shots before starting the actual campaign.

Yes, Limits and 12 rank skills are completely new in 5E.

I haven't seen them in play yet, but so far I'm rather happy with the idea of limits - it keeps the damned street samurai from turning all the opposition into a fine red mist before the first round of combat is over. With Edge, however, a character can pull out stops when the Big Bad Monster comes around the corner.
 

I expect to run some throwaway one-shots before starting the actual campaign.



If you seek some one shots you can try the Shadowrun Missions (the living campaign). They are quite good as far as I am told and rather cheap as PDF ($4 I think).
The 5E missions have not started it, so you would need to get the 4E one and change the stats around.

They do tie into the metaplot, but only indirectly and it shouldn't be too hard to remove that connection.

Apart from that, there are a few timeless fluff books with not much rule content which, for me, are very interesting.
  • Loose Alliances (Low level groups the players can encounter like crime syndicates, metahuman hate and support groups, etc. Guys with an agenda you can encounter on the street)
  • The Neo-Anarchist's Guide to North America (rather old, though) or Sixth World Almanac, depending on if you want to focus only on NE or want a wordwide overview
  • Corporate Guide for a overview of the megas
  • Threats 1 and 2 for high level "BBEG" material. They are a bit more rules heavy and thus more outdated in 5E
 
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You can already download the errata for the main core.

The first mission for Season 5 has been released called Chasin the Wind

There have been a couple of 5 compatible modules released Sprawl Wilds Firing Line and Splintered State. Sprawl Wilds and Firing Line are conversions of season missions to 5th. Splintered States is the first module written for 5th.

They just released the Digital Toolbox. They also have put out a couple of small books, Gun Heaven 3, Coyotes, and Assassin's Primer.

They are about to release Run and Gun which will be the new Weapons and equipment book, preview 1, preview 2, preview 3.

I did get Spell Cards for my wife, so she can have the cards in front of her and not go scrambling for the rulebook each time. There is also Gear Cards . Some of the Spell cards are reprinted in the Digital Toolbox, so watch for that.
 

I haven't read through the whole thing yet, but so far as I am concerned, this sounds like an improvement. In past editions, deckers were pretty much off playing their own separate game. They chewed up so much GM time that I simply said, "No PC deckers". If they've increased their role in meatspace, and decreased the amount of game-time spent on the final datasteal, I'm good with that.

Poor deckers. Here are two solutions, from someone who has never played a tabletop Shadowrun:

- In a supra-developed world, could a decker hack into the local network, and use the environment to contribute (accessing security doors, proximity-stun devices, or illuminating opponents with security cam/lights)?

- Using a Tron-like cyberscape, you could turn the tables and make the deckers the superstars, and the other characters the underdogs. (This is the Morpheus-as-decker hypothesis.)
 

- In a supra-developed world, could a decker hack into the local network, and use the environment to contribute (accessing security doors, proximity-stun devices, or illuminating opponents with security cam/lights)?

In theory. In practice, the issue was that while the decker might control building systems, as you suggest, he was otherwise mechanically *completely separate* from the rest of the party. For every single run, then, you're essentially running two modules - one for most of the characters, and one for the decker. And there was absolutely nothing that the other characters could do to assist the decker if his side of things went bad.

- Using a Tron-like cyberscape, you could turn the tables and make the deckers the superstars, and the other characters the underdogs. (This is the Morpheus-as-decker hypothesis.)

That only works if your entire party wanted to run deckers.
 

By the way, you are not by chance introducing some D&D/D20 players to Shadowrun, are you?
That is kind of an inside joke among the SR community and I can attest that they are in for a serious culture shock.
When I did it the mage player for example was still stuck in the "mages don't wear armor" mode thus went on his first run in casual clothing (I didn't catch that early enough). After being hit by the first shot fired at him he reconsidered.
Also, the players still wanted to explore everything in the building they were attacking instead of going in and out quickly like a sensible runner. At least they didn't try to rest to remove stun damage. They also needed some prodding to do legwork, but that caught on soon when they realized how much of an advantage that is.
 

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