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Now Available: Shadowrun Face Masks!

These masks emblazoned with the Shadowrun logo or the Ancients symbol send a re-assuring message that you’re going to keep people around you safe from viruses—but not necessarily from you. Keep everyone on their toes, be safe, and remain stylish with this custom mask.

These great, simple, low-profile cotton/spandex blend masks are washable, reusable three-ply fabric featuring cotton, non-adjustable ear loops.

Meets CDC guidelines.

Color: Black
Sizes: One-Size Fits Most
Fabric: 4.3 oz, 100% Cotton

Shadowrun Logo Mask: https://store.catalystgamelabs.com/products/shadowrun-face-mask-shadowrun-s

Ancients Symbol Mask: https://store.catalystgamelabs.com/products/shadowrun-face-mask-ancients-anarchy-symbol

Shadowrun Foil Puzzles, Foil Posters Available for Individual Sale

Good news, chummers!

Each of the five foil puzzles we announced recently is now available for individual purchase at $34.99 each. You can still buy the five puzzles as a bundle for $149.99, but the bundle will no longer include the five foil posters for free. The poster set is also now available on its own, priced at $24.99.

Remember, each foil puzzle is limited to 1,000 copies each If we reprint them in the future (if!), they won’t be foil.

Shadowrun Foil Puzzles

Shadowrun Foil Poster – Set of 5

Announcing Shadowrun Foil Puzzles and Foil Posters

During this time of an absence of Conventions and the continued need to social distance, Catalyst brings you the following package of two great new products!

PICKING UP THE PIECES! Pre-order from our first-ever series of jigsaw puzzles for Shadowrun, printed right here in the USA! Five different images, done in high-quality foil and cut to a 500-standard piece puzzle. Each assembled puzzle is 18″ x 24″ and suitable for framing when complete. These puzzles are all limited to foiled print runs of 1000. Once they are gone, that’s it. These are a “while supplies last” offer. If they appear again, they will be in standard paper, not foiled. (Expected ship date is 7/1/20.).

Who says you can’t socially distance AND enjoy Shadowrun?

PRE-ORDER AT:
https://store.catalystgamelabs.com/products/shadowrun-limited-edition-foils

FRAME JOBS! Pre-order this set of five jigsaw puzzles before June 22, and your order will include five fully-foiled posters. The set comes rolled in a tube, ready for framing! Each poster is 18″ x 24″ and shows off the same art being used in the puzzle collection! Made in the USA. Expected ship date is 7/1/20.

Now Available – Sledge Statue; A Kiss to Die (Preorder), Restocks

Sledge Limited Edition Statue
Price: $125.00

Yo, Chummer! Ready to bash into the party and get tactical? Ain’t no one you want backing your six more than Sledge. Street Sam. Big gauge. Heavy rep. And he always packs a couple of good cigars for the afterparty at Dante’s!

This Limited Edition resin statue is 6.5″ high (with base), with a Sprawl-approved master paint scheme. The first of a planned series, Sledge is sure to bring some Sixth World attitude to any collection. 

This is a limited edition item and will not be offered again. Only 750 will be released.

Catalyst Game Labs store:
https://store.catalystgamelabs.com/products/shadowrun-sledge-statue

A Kiss to Die For (Pre-Order)
Price: $2.99

LOVE VERSUS DUTY…

When Sartorial meets Kintsugi at a jabber—an illegal warehouse party—he falls hard and fast for the beautiful human girl. She is everything he didn’t know he wanted—and everything his family hates.

Kintsugi is drawn to the handsome elf boy like no other, but her future has already been planned. A future she intends to thwart. But now there’s something worth staying around for, she’s torn over what to do.

Unfortunately, they both have secrets that will not be kept, and powerful families that have their own goals. It seems like the entire world is trying to keep them apart. Can Sartorial and Kintsugi overcome all obstacles to be together—even after their secrets are revealed?

Universal Book Link: https://books2read.com/ShadowrunAKisstoDieFor

Reprints

Good news – No Future and The Neo-Anarchists Streetpedia are back in stock!

Now Available: Firing Squad, Shadowrun Missions: Countdown

Two new releases today, chummers–the climax of the Chicago series of Shadowrun Missions, and the core combat rulebook for Sixth World!

Firing Squad ($44.99 – Book+PDF; $22.99 – PDF Only)

SOMEONE, SOMEWHERE, IS ABOUT TO GET HURT. 

Guns will come out. Swords will unsheathe. Damage will be done. The same questions are at the center of it all: Who will suffer, and who will survive?

Shadowrunners stare violence in the face daily, deciding how much they’ll inflict, figuring out how they’ll remain alive. They know the prices that must be paid—the hard work of training, the challenge of recovery, and the continual effort to live with what you’ve done. Some shadowrunners develop a code to help them know what to do and what to avoid. Others decide to just develop a short memory.

Firing Squad is the book to help shadowrunners pay those costs. It has new weapons, qualities, and techniques to hone shadowrunners’ combat abilities while also looking at how to develop characters based on the codes they follow and the violence they face. Take your character through new twists and turns and experience the shadows in a brand-new way.

Firing Squad is a core combat rulebook for Shadowrun, Sixth World.

Catalyst Game Labs Shop: https://store.catalystgamelabs.com/products/shadowrun-firing-squad-core-combat-rulebook

DriveThruRPG: https://www.drivethrurpg.com/product/315210/Shadowrun-Firing-Squad-Core-Combat-Rulebook

Sha

Shadowrun Missions: Final Countdown (08-06) ($5.95 – PDF)

ALL OVER

Is the chaos spreading or concentrating? Either way, it’s increasing, and shadowrunners are sure to be caught in the middle of it. People have been pouring a lot of energy into the core of Chicago, and a final reckoning is about to take place. It’s up to the runners to decide where the pain hits.

Final Countdown is the grand finale of the Chicago series of Shadowrun Missions. After four seasons of Missions, the climax is here, and it’s going to be a doozy. Buckle up, hold on, and try to survive the ride!

This Mission is for use with Shadowrun, Fifth Edition.

Catalyst Game Labs Shop: https://store.catalystgamelabs.com/products/shadowrun-missions-final-countdown-08-06

DriveThruRPG: https://www.drivethrurpg.com/product/315198/Shadowrun-Missions-Final-Countdown-0806

Now Available – Shadowrun Sixth World Activity Book in PDF

Hotly anticipated by Shadowrunners of all stripes and beleaguered parents everywhere, we’re proud to release the Shadowrun Activity Book as a pay-what-you-wish PDF ( CGL Webstore // DTRPG)

The book will be available in print-on-demand hard copy in the near future; it’s winding its way through the POD process now.

This 56-page coloring and activity book will provide hours of fun, showcasing art from Shadowrun Sixth World products.  

Draw, Chummer!

And color. And do puzzles. And bask in the wonders of the mighty Sixth World dystopia! If you need something to pass the time, if you’re feeling a little isolated, or if you just want to soak in the Shadowrun setting for a while, this activity book is for you! It has tons of classic black-and-white art you can bring to glorious, colorful life, word searches, a crossword, and a bunch of other puzzles. Pay whatever you want for the PDF, then dive in and pass the time!

The Sixth World Activity Book is for anyone who wants to pass sometime in one of the greatest fictional settings of all time—whether you’re a long-time veteran or just getting your first taste!

Catalyst Game Labs Offers Support, Discounts During COVID-19 Pandemic

Greetings,

The entire world is struggling with the ramifications of the ongoing Covid-19 pandemic. Family and friends who may be sick. Struggling businesses. Self-isolation.  On behalf of everyone at Catalyst Game Labs, our thoughts and prayers go out to everyone affected by the outbreak.

As a virtual company Catalyst continues to operate fairly normally. We have game lines requiring our ongoing attention, and at some point (we assume) life will return to something approaching normal. Still, we encourage our employees and our fans out there to practice extreme safety measures. Follow the ongoing advice of health care professionals. Try to socially distance yourselves as much as is practical.

We understand that gamers are social creatures, so this will be hard for us; dealing with the closing of our favorite conventions and our local game stores who may also be self-isolating. Everyone at Catalyst is saddened that we may miss seeing so many friends this year.

At this time, we are anticipating and preparing for a delay of several weeks to the production, shipment, and distribution of our products, for regular release and for the BattleTech: Clan Invasion Kickstarter. We are exploring alternative options to mitigate delays, including domestic U.S. printing. We will keep you updated as we learn more from our production and shipping vendors.

While there may not be much we can do from a health care perspective, Catalyst will be offering a 20% discount store-wide on our online store, with an additional 20% discount on non-BattleTech, non-Shadowrun products, for the next month to encourage our fans to stay home. Catch up on the latest BattleTech novel. Complete your Shadowrun RPG collection. If your family is healthy, maybe try a new boardgame.

(Note: the 20% discount for non-BattleTech, non-Shadowrun products is shown in the store listings; the blanket 20% discount will be applied to all items once they’re in your cart.)

If our FLGS friends have any ideas on how we can help them in this trying time, reach out to us and let us know.

It doesn’t feel like much, but they say every little bit helps.

Be safe, and we look forward to seeing everyone on the other side of this world tragedy.

Loren & Heather Coleman

New Products On Sale: GM Screen, Cutting Black, Revised Core PDF

Hoi, chummers! We’ve got new Shadowrun, Sixth World products to keep you running hot during the coldest winter months, including the explosive new campaign sourcebook, Cutting Black.

Shadowrun, Sixth World Core Rulebook – Revised PDF (PDF only, $19.99)

This re-release of the Shadowrun, Sixth World Core Rulebook PDF includes all current errata. Bundled with this release is the form-fillable character sheet PDF, as well as the e-publication “Between a Corp and a Hard Place,” originally serialized in gaming trade publications.

Customers who previously purchased the PDF version of the Shadowrun, Sixth World core book will receive an updated version free of cost via the platform on which they originally purchased the PDF (CGL web store or DriveThruRPG).

Shadowrun, Sixth World GM Screen (Print only, $29.99) – Street date Jan. 22, 2020

Activate your Shadowrun table and experience a gamemaster screen unlike any other! Features include a large outward-facing pocket for the insertion of various scene inserts—included in the pack—to change up the players’ visual experience. A variety of interior card pockets allows the GM to quickly and easily track NPCs, and other reference cards. Finally, a series of Reputation trackers are built directly into the screen, enabling a runner team to track their heat from Ares to Aztechnology, and more, changing up the games as they play.

Cutting Black (Print+PDF, $44.99; PDF only, $22.99) – Street date Feb. 12, 2020

Total Dark

Voices scream in the darkness. Voices of the lost drift through the night. Their sound is despair, sorrow, and terror. The noise grinds at your soul, but only thing worse than listening to the chorus of pain is joining it.

The world is changing. Desperate times require desperate measures, and the ground beneath your feet will shake when those measures are meted out. Hold on, buckle up, and try to survive. Parts of the world are cutting to black—so keep your guard up, be prepared, and don’t let the dark consume you.

Cutting Black is a campaign book to help launch players and gamemasters into Shadowrun, Sixth World. With breaking news and world-shaking events, it provides material to carry players through months of games—if they can survive that long.

Shadowrun Dice Roller App Now Available!

We’re excited to announce the release of a new mobile tool for Shadowrun—the Shadowrun Dice Roller!

This app, now available for iOS and Android, rolls up to forty D6s, since we all know Shadowrun needs plenty of them. And they’re not just any dice—there are currently seven different types, each with its own color, custom design on the 5s and 6s, and individual animation when you roll a hit or a one. Each one is themed to a classic Shadowrun archetype, so there are street samurai dice, hacker dice, face dice, mage dice, rigger dice, adept dice, and shaman dice!

You can roll dice one at a time, choose an amount to roll, create your own customized roll, or use one of the presets for common dice rolls (like primary attack, defense, spellcasting, hacking, and so on), making it easy for you to quickly throw the right amount of dice. The dice roller tallies hits and glitches automatically, and it also tells you the total amount rolled, in case you’re doing an initiative roll.

The app is filled top to bottom with cyberpunk flavor. From the appearance of the dice to the sound effects to the background wallpaper, the whole app is designed to convey a Shadowrun feel.

While the roller is specifically designed for Shadowrun, it can be used with any D6-based game. As long as you have your device nearby, you’ll always have enough dice to get a game going. So get the dice roller now, and get playing!

Shadowrun, Sixth World at Gen Con

By Jason Hardy, Line Developer

Gen Con is a week away, which means we’re really close to seeing lots of people from the Shadowrun community, soaking in Shadowrun games, and indulging in a number of ways to create more Shadowrun fun!

The Catalyst Demo Team will, of course, be running a ton of games during the con, and we’ll also be demoing the new Shadowrun, Sixth World rules at the booth. You can also dive into a demo of the board game Shadowrun: Sprawl Ops!

But the fun doesn’t stop there. It’s Shadowrun’s thirtieth anniversary, so we want to spread Shadowrun joy around. We’ll have a special display case of Shadowrun goodies from across the years for your viewing pleasure, and we’ll have plenty of new products for sale at the booth. Let’s get a look at the Shadowrun items you’ll be able to pick up at the con!

Shadowrun, Sixth World Core Book

The newest edition of Shadowrun will be up for sale! Get ready to dive into Sixth World action, gain edge over the competition, and use it to pull off stunning victories and thrilling escapes. We’ve talked a lot about this edition lately in recent posts, and we’re excited for people to play it!

Shadowrun, Sixth World Beginner Box

Want a quick taste of what the new edition has in store? Try the Beginner Box! With quick-start rules, four pre-generated characters, an adventure, setting information, and reference cards for gear and spells, the box will get you right into the action. Did we mention it has poster-sized maps and some custom Shadowrun dice?

Shadowrun Dice & Edge Tokens

A good amount of six-sided dice is always important to Shadowrun, and in the new edition, tracking and spending Edge is more important than ever. This pack of dice and Edge tokens makes your game easier to play and manage—and they look cool, too!

Rogue’s Gallery NPC cards

Need a runner for any situation? This deck has them—more than fifty, as a matter of fact! With compact game stats, character art, and some flavor to help you get to know the character, this deck will help gamemasters introduce characters on the fly to help or hinder the players.

Prime Runner miniatures

We’ve long wanted to create our own Shadowrun miniatures, and they’re finally here! Featuring Sledge, the ork street samurai, Coydog, the elf shaman, Gentry, the human decker, Hardpoint, the dwarf rigger, and Blanco, the troll weapons specialist, this pack brings Shadowrun action to life.

Neo-Anarchist Streetpedia

Want to know about what Aztechnology is up to these days? Need some info on Asamando, Deus, or Maria Mercurial? Then check out the Neo-Anarchist Streetpedia! It covers topics from Aden to the Zurich-Orbital Habitat, written in the off-the-cuff style the neo-anarchists are known for! Get it and get caught up on the Sixth World.

No Future

What hot new shows are on the trideo tonight? What tunes are shadowrunners blasting into their earbuds as they rampage through corporate security? What sports teams do runners root for in their downtime? No Future has the answers. It’s your guide to the culture of Shadowrun’s Sixth World, helping runners navigate their time off while also sneaking in critical paydata that might help them on a run.

Sledge collectible statue

Sledge, who has appeared in Shadowrun art and fiction over the past six years, is the very model of an ork street samurai. Soon, he’ll be a model you can put in your home.

Catalyst Game Labs is thrilled to announce a new collectible statue of Sledge, produced with the help of our friends at Monster Fight Club. As you see in the pictures, Sledge is fully detailed and ready for action. He is a great addition to any Shadowrun collection and a great way to bring cyberpunk flavor into any home or office.

Sledge will go on sale to the general public later this year, but we were able to fly in a small number of statues for sale at Gen Con. How small? Twelve. Due to the limited availability, we want to make sure they go to some of the most dedicated Shadowrun fans at Gen Con. Here’s what you must do to get one:

One statue will go on sale at the designated times listed below throughout the con. To acquire the statue, you need to purchase our Shadowrun Super Fan package at a cost of $500. That includes:

  • One Shadowrun, Sixth World core rulebook
  • One Shadowrun, Sixth World Executive Edition book
  • One copy of No Future
  • One Shadowrun Dice & Edge Tokens pack
  • One set of Rogue’s Gallery minis
  • One Sledge statue

Purchase of this package will enable you to then purchase a Sledge statue for $150 at one of the following times:

  • Thursday at 9 a.m., 10 a.m., noon, 2 p.m., and 4 p.m.
  • Friday at 10 a.m., noon, 2 p.m., and 4 p.m.
  • Saturday at 10 a.m., noon, and 2 p.m.

All this will be at Gen Con along with metal dice, t-shirts, and more! Drop by booth 1611, say hi, and see it all!

Magic in Shadowrun, Sixth World

By Jason Hardy, Shadowrun Line Developer

Gen Con, as people insist on reminding me, is four weeks away, and that’s where the Shadowrun, Sixth World core rulebook will first be released into the wild. To build up to that, we’re going to spend the next few weeks talking about different aspects of the that book, including combat, Matrix, and the ever-present challenge of presenting the deep, enthralling world of Shadowrun to new users and experts alike. First up, let’s talk about magic!

Revising the magic system presents one significant obstacle from the get-go: I really like Shadowrun’s magic system (speaking specifically about spellcasting right now). I think it does what it is supposed to do admirably, in that it gives spellcasters the chance to do big things, do small things, and think about what it’s going to cost them. Want to throw a big fireball into a corp boardroom? You can do that, but be ready to have some cart away your unconscious body afterward.

So if the system works, what needs to change? This was one of the first things I thought about when the very first gears of SR6 were turning. I pondered one recurring request for magic that came up fairly regularly, and that was for spells that players and gamemasters can generate on their own. That can be difficult to do in you want to keep balance right (though there is no such thing as perfect balance in RPG rules—but that’s a topic for another time), but it helps if the system is designed from the get-go to allow that.

So that’s what SR6 spellcasting is–it’s designed from the ground up to (eventually) allow spellcasters to make their own spells. It treats spells in a modular way, so that each spell is a combination of modules, at that combination tells you how much its basic drain will be. For example, the modules that go into Fireball are Combat + Affect living things + Fire + Area effect + Ranged.

Now, this is a bit of a tease, because you won’t be able to design spells right out of the gate in SR6. Doing that would have required putting all the modules and the instructions for combining them in the core rulebook, and we simply didn’t have the space for that. So given that, what are the ramifications for people who will be using the core book? Here’s a few:

  • Force is not declared before casting. With everything being modular, some of the main things you’d use Force for—namely, increasing the area of effect and increasing combat damage—are built into separate modules. Plus, with limits being removed across the board in SR6, it made sense to change the way the rules work in Magic, too. I’d seen many new players struggle with knowing just what Force to use for a spell, so changing this is a way of making it a little easier. You can ramp up the power if you want to, but you can also charge ahead and cast the basic spell without having to worry about it too much.
  • Elemental effects can come in more often. The modular system allows for a great range of elemental effects, and it also allows them to come into play in a variety of circumstances. Cooling Heal, Warming Heal, and Elemental Armor Are particular examples of this.
  • Drain should feel consistent. Since all drain calculations are based on the same modules, it should feel consistent across the line of spells.

Of course, spellcasting is only one area of magic. Adept powers, alchemy, conjuring, reagents, ritual spellcasting, and astral traveling/combat are in there, too. In those areas, a large amount of the changes that were made were to take advantage of the expanded Edge system, as discussed in the Shadowrun, Sixth World Developer Overview post. Various aspects of magic needed to be adjusted and tweaked to fit into the Edge paradigm, which should mean less calculating of modifiers so that you can get to the cool parts of a role-playing game. Spirits, unlike spells, still have Force, since it’s a handy way to measure the power of the individual entities, but Force does not act as a limit on Conjuring dice rolls. Enchanting needed a decent amount of tweaking, since many of its elements were based on the Force of the spell, which no longer exists, so other measures, including base drain value, were used instead. Reagents was one of those areas where good feedback during the development process led to rules that worked well with the larger system.

I hope that provides a taste of what we were thinking when working on SR6 magic, as well as whetting your appetite for that spell creation system you should see next year!

New Shadowrun Beginner Box Dossier and Release Info!

Do you have the Shadowrun, Sixth World Beginner Box Set? Do you want a preview at how characters in that ruleset will look? Do you just want free Shadowrun stuff? There’s no wrong reason to download the character dossier for Emu, the human rigger! It’s now available! 

And it’s a great time to share Beginner Box material with you, because the box itself is nearing release. The official street date is July 10–two weeks from now—but you might want to pay attention to your friendly local game store, because some copies might show up in advance of that. So if you want your first look at the next edition of one of gaming’s greatest settings, keep your eyes open!

Of course, the Beginner Box is the first step of the journey to the release of the full Shadowrun, Sixth World core rulebook, which will go on sale August 1 at Gen Con. We’ll be counting down until that week with more blog posts and information about that book, including the following:

July 3: Magic in SR6

July 10: Combat in SR6

July 17: Matrix in SR6

July 24: How to describe 30 years of Shadowrun history

July 31: Gen Con preview!

We look forward to sharing more about this edition of Shadowrun, and we’re especially excited to get people playing!

Recap: Shadowrun at Origins 2019

Convention weeks are exhausting, but also a good reminder why we love them. Origins and Gen Con are often the first time I get to see physical copies of Shadowrun stuff, and it’s always exciting to open boxes—it’s Christmas in June!

I had already seen a physical copy of the Shadowrun, Sixth World Beginner Box, but this show gave me my first chance to hold the Neo-Anarchist Streetpedia, No Future, and our dice and Edge tokens set. Our art and design people rocked it—they are all beautiful! But in particular I want to share the cover of No Future, with its AR slipcover and gritty reality main cover. Echo Chernik is one of our favorite artists for a reason, and she made a gorgeous, striking image.

The star of the show, of course, was the Beginner Box. The response was tremendous, and we sold more of them than any Shadowrun RPG item at Origins in the past ten years (and possibly longer, but ten years is as far as my personal memory goes). Having lots of boxes to sell means I get to experiment with different stacking styles—this was my beginning-of-day-four stack. It was much smaller at day’s end!

Shadowrun art was everywhere at the show. Our booth featured a large banner with the cover art from the Shadowrun, Sixth World core rulebook.

A staircase leading to the convention hall featured a rogues’ gallery of Sixth World characters, set on a stunning city backdrop.

And the gaming room was easy to find, thanks to this long banner calling attention to it.

And that gaming room was busy! Our demo agents, as always, went above and beyond to give as many gamers as possible a great gaming experience, and more than 1,100 players sat at the tables in the room. We love the enthusiasm for Shadowrun we see at Origins, and we love our demo agents. (And if you’re interested in joining one of the best teams in gaming, send an inquiry to the Catalyst Demo Team Facebook page. We’re looking for a few good people for Gen Con!)

And, of course, this is only part of the overall experience. Talking to friends, teaching people how to play different games, learning new games, rolling lots of dice, seeing how many dice I can fit into our new dice bags, and making unending strings of jokes that are pretty much just funny to me—that’s what a con’s about! And all you great Shadowrun people helped make this one especially memorable!

Now back to working on that character dossier we promise you for Emu the rigger!

Shadowrun, Sixth World to Debut at Origins Game Fair

Origins Game Fair is about to launch, and with it comes the worldwide premiere of Shadowrun, Sixth World!

Kicking off on Thursday, June 13 and running through Sunday, June 16, Origins is your first chance to get your hands on the new Shadowrun, Sixth World beginner box set. Those at the convention also have the first opportunity to try out the new rules.

Available for sale at the Catalyst Game Labs Booth (701, 707, 807) at Origins will be:

  • Shadowrun, Sixth World Beginner Box (Street Date: July 10)
  • Neo-Anarchist Streetpedia (Street Date: June 12)
  • No Future (Street Date: July 10)
  • Mekeda Red (Available now)
  • Prime Runner miniatures (Advance sale; street date TBD)
  • Shadowrun Dice & Edge Tokens (Advance sale; street date TBD)

To celebrate the launch of Sixth World, anyone ordering the above products through the Catalyst Game Labs store in print format will receive the PDF version for free (except, of course, the dice and edge tokens). This promotion will begin with the release of the Neo-Anarchist Streetpedia today (PDF only // Book & PDF).

In addition, any visitors to the Catalyst Game Labs booth will receive an all-new Shadowrun, Sixth World poster, while those playing in Shadowrun games at Origins will walk away with new custom dice or edge tokens. (Both offers good while supplies last.) And we will also be running plenty of Shadowrun, BattleTech, Dragonfire, and more!

Demonstration games of Shadowrun, Sixth World will be available at the Catalyst booth. In the Gaming Hall, the Shadowrun Missions line will continue the Neo-Tokyo storyline started in Season Nine, the final Missions written for Fifth Edition.

Creating Shadowrun Fiction for the Sixth World Game Edition–or, Meet your Editor, Mr. Johnson

(Note: The Rigger Dossier intended for release this week will be made available at a later date. In its place, we present this in-depth look at upcoming Shadowrun fiction.)

By John Helfers

I’ve been editing fiction for Catalyst Game Labs for several years now, and I like to think I’m pretty decent at it. But even though I’ve commissioned dozens of stories and novels, some projects still require a bit more of a hands-on approach due to their unique nature. And along with that uniqueness often comes a deadline that is just as immovable as anything else in publishing.

Just like the one for this article was. How was I supposed to write about overseeing the creation of six interlinked novellas set in the new backdrop of the next edition of Shadowrun, and featuring the new characters from the Beginner Box Set and take you through how that all came about?

While I was staring at my computer screen, trying to get the words flowing, the core idea hit me: for all intents and purposes, a tie-in fiction editor is a lot like a Mr. Johnson in the Sixth World.

Exactly like them, in fact.

I receive my assignment from the corp: It all started when the CGL overlords (well, one of the overlords) Randall Bills started a thread (or perhaps an e-mail) about how to tie our fiction line into the upcoming release of the next edition of the Shadowrun roleplaying game. I assured him that this was a great idea (it is), and of course I could commission a series of six original interwoven (!) novellas, all featuring a team of runners out to score some kind of major run on a corp, and have the first one ready to publish in about 45 days from initial concept (!!), with the next five to follow in two-week intervals leading up to the launch of the new Shadowrun edition this August.

I assemble my shadowrunning (shadow-writing?) team: Next, I had to pull together the group of writers I would hire to handle this trickier-than-usual job. Commissioning six Shadowrun novellas is easy; commissioning six novellas whose plot paths cross over one another and weave in and out as the story progresses is a very different item. I needed to find writers I not only could trust were familiar with the Shadowrun universe, but who were also solid writers that would play well with the rest of the group. If we didn’t have cohesion as each writer turned in their separate plot for the others to tie their stories in to, the whole project could fall apart.

Fortunately, I’ve been editing this IP long enough that I know several excellent writers who can turn in wonderful stories on relatively short notice. I also had contacts on the gamebook side of SR, and Line Developer Jason Hardy put me in touch with a couple writers who had been working hard on the core rulebook, were experienced in writing Shadowrun fiction, and who were also free (and willing) to tackle this project in the limited time frame it required.

So, relatively quickly, I assembled my team: game designer and writer Dylan Birtolo; two Shadowrun, Sixth World writers, Brooke Chang and CZ Wright; professional game guy and Shadowrun enthusiast Bryan CP Steele; former BattleTech editor, and current Shadowrun and BattleTech freelance writer Jason Schmetzer; and to wrap the whole thing up into a nice neat ending, the same Jason M. Hardy (because he didn’t have enough to do with overseeing the creation of the new edition) who gave me his author list in the first place. Once again, no good deed goes unpunished.

I give the team their assignment and turn them loose: I brought the team together on our online Basecamp project managing site and pretty much let them loose on figuring out the who, when, where, why, and how the overall plot would go down while I kept tabs on how things were progressing and weighed in on ideas and answered questions when needed. The authors all came together nicely, and soon the ideas were flowing fast and furious.

I take the results of each section of the overall mission and make sure they work for the parameters I’d been assigned: The novella manuscripts started hitting my inbox, and that’s when I really got to work in editing and shaping each piece to make sure they fit our vision of what the overarching story was going to be. I’m pleased to say that everyone has delivered stellar work so far, and I have no doubt that the rest of the pieces will be up to the high bar of the first three stories we’ve published.

When the last of the stories is completed, I will make sure the runners…er, writers are all paid for their work, and I’ll enjoy the satisfaction of having overseen the completion of another successful mission in media tie-in publishing. The job’s only half done at this point, with me still having to review and make sure the last three stories bring our story to its exciting conclusion. But I have every confidence that the rest of my writing team will do it justice.

Okay, so there was no posturing for respect on the mean streets or last-minute double-crosses among the writers (good thing, too) or betrayals from the corp itself—the closest thing to any obstacles I encountered was that some of the authors needed a few more days to complete their stories (and one time cover art was delayed, necessitating a rescheduling of the publication of one novella). Frag, I even work on a computer for 99 percent of the time, so I don’t even get so much as a paper cut nowadays.

The team I put together worked like a well-oiled machine that gave me the results I wanted, and the final product is a great introduction to the exciting world of Shadowrun, Sixth World. I completed my assignment (or will), making my corp happy and allowing a very talented group of writers to show all the Shadowrun fans what they can do. In short, I executed like a true Mr. Johnson.

But now, as I’m re-reading this, maybe editing tie-in work isn’t all that hazardous, and perhaps I’m stretching that editor-as-Mr. Johnson analogy a bit too far…

Nah…

  • May 1: Initial Announcement
  • May 8: Product Overview
  • May 15: Developer Overview
  • May 22: Setting Overview
  • May 29: Developer Q&A
  • June 5: Fiction Announcement
  • June 12: Shadowrun at Origins preview
  • More to follow

Q&A with Shadowrun Line Developer Jason Hardy

Welcome to this week’s Shadowrun, Sixth World update! For this week’s post, we’ve scoured various internet outposts to find some common questions about Sixth World, and asked Jason Hardy, Shadowrun line developer, to answer.

Is Sixth World an attempt to simply fix the problems that some saw in Fifth Edition, or is it more of a ground-up re-envisioning of the Shadowrun game as a whole?

Definitely closer to the latter. I wouldn’t say it’s a total re-envisioning—we still have dice pools of D6s, we have the same attributes, and many aspects are the same as previous editions. But we did not want to simply tweak or adjust Fifth Edition–we wanted this to be a whole new edition, with new concepts and a different feel. We also wanted to streamline the game—which is the subject of the next question!

In streamlining the Sixth World rules, did the developers take any cues from other game systems and their recent editions on what to do or not do?

Short answer: Yes. Longer answer: I play games a lot, so I’m always looking at lessons to learn from other games. In particular, I looked at a lot of ways of making adjustment to dice and dice pools, to see how the math on each of those work out. Adjusting threshold numbers, adding more dice, adding +1 to a die, re-rolling a die—all of those have different effects, and knowing what those effects are was important in designing the game (I have a lovely spreadsheet with fun stats!).

I also looked at one element crucial to role-playing games, and that is giving a range of characters meaningful choices. Without going into details, I’ve seen games that do a great job of it, and I’ve seen games where some types of characters seem to only be able to choose from a small range of actions, so they end up picking between one or two alternatives most of the time. We tried to emulate the former!

Who did the developers turn to for input on revising the rules for Sixth World? How was the system playtested and what tweaks were made as a result?

Lots of people! The initial phase of development was more of a reaching-out phase—we spoke with people who weren’t in the trenches of day-to-day Shadowrun work to get their thoughts on different ways Shadowrun could reinvent itself, so that we could get fresh ideas. We also reached out to freelancers working on Shadowrun, especially those with lots of in-the-trenches gaming experience.

Playtesting went through several phases (fun fact: the core playtest document was updated and re-circulated 12 different times during the playtest process). Throughout the process, I ran games with a variety of people—Catalyst staff, experienced Shadowrun players, and people new to Shadowrun. The freelancers working on Shadowrun ran several playtests as we were in the early stages of forming the main structure of the game.

Once we had a basic structure in place, the playtest broadened. We have a large group of non-staff, non-freelancer playtesters we use for a lot of different games, and many of them stepped in to run games. This gave us the perspective of people coming to the ruleset with fresh eyes, having not been involved in any of the early development of this game or in any writing of SR5 rules.

The changes from this process are numerous. A few examples:

* The very first set of playtest rules had a lot of what is now part of the Edge in a separate sub-system. Playtesters thought it would be good to combine all the systems into Edge. That was a good idea.

* There were many playtest ideas on ways to reconfigure skills to make them easier to handle while also providing ways to make a range of characters. The Specialization and Expertise system came out of that.

* Early playtest documents focused on the Combat uses of Edge. The intention was always to expand it, but that was given special urgency by playtesters emphasizing that Edge needed to be woven into multiple areas of gameplay.

* Playtesting is also good for making small tweaks—damage values, Karma costs of qualities, drain values of spells, and more were adjusted in playtesting.

How long will it take for the various sourcebooks for all the character classes to come out? Will I have to “downgrade” my character to what’s available in the core rules until those books are available?

The combat sourcebook will come out by the end of this year. As with Fifth Edition, the other core books will then come out regularly as they are developed and written. We will have a character conversion guide that will help with bringing a character into the new edition, but we simply cannot put put rules that covered more than 2,000 pages in Fifth Edition in a single burst, especially since the last books developed for Fifth Edition haven’t come out yet, so I was working on them while also working on Sixth World. Getting all the core books out in a single year would require at least a year where I wasn’t working on anything else, and that’s not something I can do!

When will Missions change over to using Sixth World rules, and will my character have to be reset to use only what’s in the core book?

If all works the way we have planned, the first Neo-Tokyo Missions will be dual-statted for both Fifth Edition and Sixth World. We hope those will start flowing out this fall. That means you should have at least half a year before having to make the conversion to Sixth World to play Missions. If the dual-statting goes smoothly, we can explore extending it.

Have you made any changes to riggers, their rules, or how they’re incorporated in runs? Will rules for riggers come earlier in the release schedule than in the past?

Yes. Vehicle stats are greatly changed—in some ways, they’re one of the ways the rules became a bit more complicated, if only so vehicle movement could be tracked without the abstracted chase rules of previous editions. Matrix rules have been changed, so with them rigging rules have been adjusted, though that level of detail is beyond the scope of this post! Between drone rigging, vehicle operation, and taking over other vehicles and drones, riggers should find plenty to do.

The timing for the rigger book and other books has not been decided yet, though I’ll just take this opportunity to point out that Rigger 5.0 came out more than three years ago, less than halfway through the Fifth Edition cycle!

What would you say to those who are concerned about the reduced number of Skills in Sixth World?

First, the goal of specializations and expertise is to give players a way to differentiate characters with this smaller skill set. I hope that will be useful and give characters their own feel. Second, if, in the end, you prefer the longer skill list of previous editions to the list in Sixth World, that’s okay. I long ago came to grips with the fact that no single edition of Shadowrun will be everything to everyone. Everyone will like the things they like, and I just hope Sixth World provides rules and tools a substantial group of players can use to have fun!

Can you talk a little more about Edge, and why Sixth Edition changes how it is used?

The process of how Edge evolved is the longest, most detailed process in the whole game. So I’ll try to make a long story short! Ish. So, the first thing I focused on when it came time to move past brainstorming and put rules to paper was combat. I wanted the whole combat process to move smoother and for combat to resolve faster. I saw a lot of things to tweak the process, but in the end, many of them boiled down to one thing: It takes a long time to calculate dice pools. Modifiers can come from a lot of places, and remembering to look at all these places, while also remembering the size of the modifiers, can be complex. I wanted to streamline that whole process. The first step in that was combining a lot of weapon stats into a single number called Attack Rating. That number is compared to a Target’s Defense Rating, and, in the initial system, if your Attack Rating was sufficiently higher than the Defense Rating, you’d get what was called a Chip, which would represent your accumulated advantage in the fight. The idea was that other things, such as good tactical execution, would give you more Chips. Then playtesting showed us that the Chip system had similarities with Edge, and things would work best if Edge was expanded, rather than introducing a new meta-game currency. Once that merger was in place, the work was to find how to implement Edge across the system. So deckers, faces, riggers, technomancers, and whoever else hits the shadows gets a chance to build up Edge and spend it in a spectacular move.

How did you balance the need to streamline the core rules against the complexity and detail that many Shadowrun players enjoy?

That was a tough one! In the end, I think it’s about making a good framework for the game. The basics of Shadowrun are simple—find a skill for the action you’re going to attempt, add ranks in that skill to ranks in an associated attribute, roll that many D6s, and count how many 5s and 6s you get. You’re either trying to beat a threshold established by the gamemaster or the number of hits from another character. That part isn’t hard to master. The complications come with all the attachments, which means that in the end, it’s about not overloading the core system with attachments. The way Edge works in Sixth World gives players plenty of opportunities for their choices to have and effect in the game while making it easier to determine what that effect is.

Why should an established Shadowrun player pick up Sixth World?

For the adventure and challenge! Game rules offer structure and limits, with the players seeing what cool things they can pull off within that structure. Just like designing a new character, new rules give you a chance to see what you can make happen with new trappings. In Sixth World, combat should move faster, and your opportunities to do spectacular things should come about more frequently. You also might have an easier time getting people who found the longer Fifth Edition book too daunting into the game!

Shadowrun, Sixth World Setting Overview

By Jason Hardy, Shadowrun Line Developer

While last week’s post focused on the rules of Shadowrun, Sixth World, today I want to talk about the game’s Sixth World setting, which is a key element of its success. It’s not just the unholy hybrid of fantasy and cyberpunk that make it compelling, but also the way the ongoing storyline has evolved over the years. With dragons, spirits, and sasquatches wielding significant corporate power, AIs and other mysterious entities roaming the Matrix, and spell-casting gangs spreading chaos through the world’s cities, the Sixth World is vibrant and exciting—and always throwing challenges at shadowrunners.

Talk to any Shadowrun fan and they’ll tell you stories—maybe about the Universal Brotherhood, or Renraku Arcology, or the death of Dunkelzahn, or Crash 2.0, or the fight for the future of Chicago. The unfolding story over the past thirty years has kept players and readers entertained, as stories play out in both sourcebooks and fiction.

That tradition continues with Shadowrun, Sixth World. Last week I talked about the upcoming plot sourcebook Cutting Black and the campaign book 30 Nights. While I don’t want to spoil any of the upcoming plot details, let me say that they start with Ares making a big move against the bugs, and the various responses to that destruction will reshape the world. The events are big, multi-pronged, and provide lots of chances for shadowrunner involvement. These aren’t events that happen over shadowrunners’ heads—they’ll be right down in it, dealing with world-shaking events and trying to survive while figuring out just what happened.

While these events are important, they don’t cover all the stories of the Shadowrun universe that need to be told. Novels, novellas, and short stories play vital roles in immersing readers in the universe and sharing unforgettable stories. From classics by Nigel Findley, Tom Dowd, and Robert Charrette, to new favorites like Russell Zimmerman, Jennifer Brozek, and R.L. King, Shadowrun has been Home to great stories and storytellers. Which means I’m very excited to talk about the fiction that’s coming up!

We already mentioned the six-part series of novellas called The Frame Job. They’ll cover the four characters included in the beginner box set, as well as a bonus character, then have a Sixth novella wrapping the whole story up. Dylan Birtolo wrote the first one, Brooke Chang wrote the second, and talented writers such as Bryan Steele, CZ Wright, and Jason Schmetzer will take on the other characters. Then I’ll be delighted to wrap it up!

But that’s not all the Shadowrun fiction that will be coming your way! Jennifer Brozek has a new novel called Makeda Red coming your way. It starts with an extraction on a luxury Party Train, and it’s every bit as fun as that concept implies. And more is in the pipeline, so keep your eyes peeled for future announcements!

Word about Shadowrun, Sixth World is starting to spread! EN World has a review up of the Beginner Box, Diehard Game Fan put up an unboxing, the Shadowcasters Network continues to cover the rules and upcoming books, Meeple Monthly and GTM have articles about the game (the latter includes a new, double-sided poster), and more reviews will be coming up—we’ll link to them when we see them!

Shadowrun, Sixth World Developer’s Notes

From Jason Hardy, Shadowrun Line Developer:

Shadowrun, Sixth World is coming soon!

Wait, Shadowrun, Sixth World isn’t out yet? But I’ve been thinking about it for years! Playing it for more than a year! How are other people not playing it? Development time can be so disorienting.

There was a time—six years ago, to be specific—when I threatened physical violence to anyone who said the words “sixth edition” in my presence. (The threats didn’t work. No one is ever scared of me. But I digress). Fifth Edition took a lot of effort to produce, and I didn’t want to think about starting that whole process again. But then there were a few years where I didn’t have to think about a new edition, and I could recharge. Actually, that’s not entirely true, because every time I play a game—whether it’s one I worked on or not—I’m kind of thinking of a new edition. I’m looking at what works well, what works differently than intended, and what possibilities might open up with a tweak here and there. So when the time came to envision the next edition of Shadowrun, I had a few ideas, as did the excellent roster of Shadowrun writers and gamemasters I could tap into.

All those ideas needed a framework, of course. As we started our work, we decided the sixth edition of Shadowrun needed to possess three main qualities:

  1. Be no more than 300 pages long;
  2. Use D6 dice pools; and
  3. Feel like Shadowrun.

Those last two points are related, because it’s tough for a game to feel like Shadowrun if you’re not rolling a healthy handful of D6s. But there’s more to it than that. Combat specialists, spellcasters, conjurers, adepts, faces, deckers, technomancers, riggers, enchanters, weapon specialists, and more all need to exist, and they all must have different and meaningful ways to contribute to a run.

In this edition, all that had to happen within 300 pages. Which is a trick. Fifth Edition, not counting the index, is 466 pages; the anniversary edition of Fourth Edition was 351 pages, and Third Edition was 325 pages (minus the sample record sheets). Second Edition is a lean 284 pages, but it had no bioware, no technomancers, no alchemy, and no qualities, to name a few things that have changed in the intervening years. The book that started it all is an even leaner 207 pages, but along with the elements Second Edition didn’t have, it lacks things such as adepts and foci, and it offers only twenty guns—heresy! (Fifth Edition has 52, while Shadowrun, Sixth World will offer 53–we didn’t cut back much on those options!) All this is to say that streamlining the core rulebook back to 300 pages was not going to be easy.

It’s important to note that simply making the book shorter doesn’t, by itself, do any good. You can make any book shorter by simply ripping every third page out, but you end up with a book that makes no sense. Making the book shorter only is useful if the game also becomes smoother to play. In other words, we didn’t just want a shorter game—we wanted one that moved faster and was easier to get into, while still offering lots of meaningful options. We also didn’t want this to be Shadowrun: Anarchy for the simple reason that Anarchy already exists. Anarchy represents a more extreme end of the rules-light spectrum than Shadowrun, Sixth World–one way to understand the difference between the two is that the gear rules and listings take up about seven or eight pages in Anarchy, compared to fifty pages in Sixth World. Did I mention we wanted to offer lots of options?

Anyway, this means that if the rules were changed, they needed to be changed with an eye toward enabling players to do the things that they wanted to do more quickly. Combat should be faster. Hacking should be smoother and more intuitive. Magic should adapt to be just what the caster wants it to be. And so on. So what, specifically, did we do? Here’s a sample:

  • Expanded Edge: Yes, one of the things we did to streamline the game was to make one function much more detailed. But stay with me for a second. The definition of Edge has shifted—rather than being that undefinable something extra you reach for in a tough spot to help put you over the top, Edge now represents the accumulated advantage you get in opposed situations. Whether you’re fighting, spellcasting, hacking, or negotiating, you’ll have a chance to earn and spend bonus Edge. And you should spend it—if you’re not gaining and spending Edge regularly in Shadowrun, Sixth World it might be time to rethink your tactics. Or find less formidable opposition. Gaining and spending Edge replaces a lot of other functions in the game, like calculating situational modifiers, dealing with recoil and armor piercing, and environmental modifiers. Edge also provides a chance for a character to really have an impact when it’s time to spend it.
  • Fewer action types: There are two, Minor and Major. That’s it! You get one Minor and one Major per turn, with an additional Minor for various circumstances, such as reaction-enhancing augmentations or spells. One Major Action may be traded for four Minor Actions, or four Minor for one Major.
  • Simplified initiative: You roll initiative at the start of an encounter and then don’t re-roll it. Certain actions or effects may change your initiative score, though.
  • No limits: Limits served a valuable function of balancing attributes and providing different opportunities for rule effects, but in a streamlined ruleset, they are not needed. Limits on most tests and Force for spells have all been removed.
  • Skill list narrowed: SR5 has 80 skills, while SR6 has 19. That’s a big difference. There’s definite streamlining there, but it comes at the risk of characters not being distinct from each other. To deal with that, players can still select specializations but can also upgrade a specialization to an expertise, giving their character +3 bonus dice instead of +2, and once they  have an expertise they can select an additional specialization. This will provide characters with chances to become truly distinct.
  • More intuitive Matrix: This is an ongoing goal, and it’s always fun to try to make Matrix activities happen alongside and in parallel with the other actions. Deckers will have meaningful things to do and ways to get in, make things happen, and get out—all while trying to avoid the watchful eyes of the Grid Overwatch Division, of course.

Those are some of the major changes, but far from the only ones. We haven’t talked about Attack Ratings, the uses of armor, changes to Knowledge skills, revamped spell design, new vehicle stats, cyberjacks, and more. I hope this gives you a taste of the upcoming changes, and I look forward to you all playing Shadowrun, Sixth World as much as I have and will! And look for more information on this blog each Wednesday in May!

Preview the Lineup of Shadowrun, Sixth Edition Rulebooks, Sourcebooks and Game Aids!

Hot on the heels of our announcement launching Shadowrun, Sixth Edition, it’s time to take a closer look at the blistering fusillade of action-packed books, games, and swag that will shake the Sixth World!

BEGINNER BOX, $24.99 (JUNE)

The Shadowrun Sixth World Beginner Box is the easiest way to dive into the intrigue, grit, and action of one of the most enduring role-playing settings of all time! It includes everything needed for a game, including quick-start rules, character dossiers, an adventure, gear and magic cards, dice, and more!

NEO-ANARCHIST STREETPEDIA, $34.99 (JUNE)

The Neo-Anarchist Streetpediais your definitive guide to the Shadowrun universe. With hundreds of entries, it covers corporations, shadowrunners, politicians, nations, cities, criminal organizations, and more. Even better, it gets to the point and tells you what you need to know now, so you hit the streets a little smarter than you were when you woke up this morning.

NO FUTURE, $49.99 (JULY)

No Future is the Shadowrun guide to Sixth World culture, including information on music acts, trid movies and series, media sources, and sports, with a look at some of the voices bubbling up from the underground and demanding attention. With detailed setting information and relevant rules, No Future adds new elements and depth to Sixth World role-playing.

NOTE: No Future was originally released in PDF format earlier this year as a sourcebook for Shadowrun, Fifth Edition. The short rules section was updated to the Sixth World system for its print release. An updated PDF will be available upon No Future’s print release, and all customers who previously purchased the book in PDF format will receive a free upgrade to the updated PDF.

SHADOWRUN SIXTH WORLD CORE RULEBOOK, $49.99 (AUGUST)

Shadowrun, Sixth World is the latest edition of one of the most popular roleplaying games of all time.

  • The new edition is easier to play and learn than it has ever been, yet it still offers the roleplaying depth that is a key part of the Shadowrun experience.
  • The rule system is built around gaining advantages and taking risks, building up to spectacular moments that are part of great gaming sessions!
  • Faster gameplay and conflict resolution keep the game moving and plunge players ever-deeper into Sixth World intrigue.
  • More pre-generated characters plus character creation rules allow you to design and select exactly the character you want to use in the game.

Limited Edition, $99.99

Executive Edition, $199.99

  • Details to come!

ROGUE’S GALLERY: AN NPC DECK, $19.99 (AUGUST)

Whether on the desperate streets or in the Machiavellian high-rises of the corporate elite, dangerous people lurk in every corner of the Sixth World. And they’re in here, too, with a quick backstory, a hook, and streamlined game stats. Bring the Shadowrun universe to life by putting these characters at your fingertips and in your game!

DICE & EDGE TOKENS, $19.99 (AUGUST)

Tossing a handful of dice to out-maneuver or out-gun your opponent always brings a rush. Especially when you’re spending some Edge to boost your actions. Add more dice to your Shadowrun game, along with a great way to track your Edge!

PRIME RUNNER MINIATURES, $19.99 (AUGUST)

They’re rough. Tough. Ready for action. And you can fit five of them in your hand. Bring Sledge the ork street samurai, Coydog the elf shaman, Gentry the human decker, Hardpoint the dwarf rigger, and Blanco, the troll weapons specialist to your game table and let them unleash chaos!

GAMEMASTER SCREEN, $29.99 (SEPTEMBER)

Experience a gamemaster screen unlike any other. Features include a large outward-facing pocket for the insertion of various scene inserts—included in the pack—to change up the players’ visual experience. A variety of interior card pockets allows the GM to quickly and easily track NPCs, and other reference cards. Finally, a series of Reputation trackers are built directly into the screen, enabling a runner team to track their heat from Ares to Aztechnology, and more, changing up the games as they play. (Note: the image above is a teaser; the full image will be revealed at a later date!)

CUTTING BLACK, $49.99 (SEPTEMBER)

A new edition of Shadowrun requires new stories, and Cutting Black launches Shadowrun, Sixth World with a bang! Following on the immersive style of classic Shadowrun books such as Universal Brotherhood and Bug City as well as newer successes like Dark Terrors, Cutting Black sets up storylines full of dark dealings and intrigue that will shake the Shadowrun setting and inspire game campaigns for months or longer. Players and gamemasters alike diving into the new edition will need this book as a resource to find out what’s happening in the Sixth World and to keep up with its twists and turns.

30 NIGHTS, $39.99 (OCTOBER)

30 Nights is a detailed campaign book to help players learn and have fun with Shadowrun, Sixth World. It introduces players to new rules and new plot lines, plunging them into the growing chaos in the UCAS as they look into the source of a mysterious blackout plaguing Toronto. The adventures can be played as a single gaming session to introduce players to the new rules, multiple sessions hitting highlights from the adventures, or a detailed campaign propelling the players through each of the 30 nights of the blackout and ensuing chaos. This book includes a laminated, poster map of Toronto, with expanded content.

DEEPER INTO THE SHADOWS

Don’t forget, we’ve released numerous 30th Anniversary items on our website, from hoodies, to t-shirts, to lapel pins, deluxe metal dice, and more. Keep an eye on the Catalyst Store for more fantastic offerings to celebrate where man meets magic and machine.

While we hope that you’ll check out Shadowrun, Sixth World, feel free to continue your Shadowrun, Fifth Edition adventures and adapt the exciting upcoming plotlines to meet your gaming group’s desires.

We’ve got more inside looks at Shadowrun, Sixth World coming—stay tuned! In the meantime, don’t forget to check out our growing website at www.shadowrunsixthworld.com. An all-new News section is now live, and join our mailing list on that site for unique future opportunities.

  • May 1: Initial Announcement
  • May 8: Product Overview
  • May 15: Developer Overview
  • May 22: Setting Overview/Fiction Announcement
  • May 29: Developer Q&A
  • June 5: Rigger Dossier
  • June 12: Shadowrun at Origins preview
  • More to follow

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