Shadowrun Books needed?, Newbie Question about whats needed |
Shadowrun Books needed?, Newbie Question about whats needed |
Apr 10 2004, 10:00 PM
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#1
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Target Group: Members Posts: 1 Joined: 10-April 04 Member No.: 6,231 |
Hi. I'm a long time player of Shadowrun who's been out of the gaming loop for a long time. Since first edition, actually.
I'm thinking about introducing Shadowrun to my gaming group, however, I went to the website and looked at what's available... Lots of second edition stuff listed there. So whats official nowadays and whats not? |
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Apr 10 2004, 10:03 PM
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#2
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Moving Target Group: Members Posts: 511 Joined: 30-May 03 From: Tulsa, OK Member No.: 4,652 |
Just pick up a copy of the 3rd Edition core rules and go at it. I wouldn't see any reason to go any farther than that until your group decided to spend a lot of time playing.
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Apr 10 2004, 10:50 PM
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#3
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
In general, everything second edition is no longer valid rules-wise (most of the fluff still applies). Pick up the core book, of course, since it does contain everything you need to play and run a game. The following books are also "core" to the system and make good initial purchases.
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Apr 11 2004, 12:36 AM
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#4
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
And while thats a pretty well rounded list you can chop it down some depending on how you play.
Don't use Deckers? Just pick up SR3 and Cannon Companion, maybe Rigger 3 Redux. Man and Machine is always nice for some extra cyber goodies, which most people love. Want to run magic beyond the basics? Pick up Magic In the Shadows. You can customize the list based on your needs, but essentially SR3 is all you need to play a basic game. Avoid the quick start rules, as I personally feel their a cheat. |
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Apr 11 2004, 12:45 AM
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#5
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Target Group: Members Posts: 42 Joined: 26-February 02 From: BC Member No.: 1,677 |
Don't forget the awesome GM screen with the Critters "book".
They even throw in a bonus piece of cardboard! Many a time I wish I'd held on to my 2nd ed critter books... |
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Apr 11 2004, 01:07 AM
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#6
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Moving Target Group: Members Posts: 511 Joined: 30-May 03 From: Tulsa, OK Member No.: 4,652 |
All of that stuff is great to have if you're going to start up a lot of Shadowrun action in your group, but if you're just trying to introduce it to everyone you may want to just stick to the main SR3 rulebook.
Although I'd like to add that you might pick up Sprawl Survival Guide as a nice fluff intro into the world. Those two books I think would make the perfect introduction combo. They have everything you need to show people what SR is all about. Of course, you could add in First Run if you can find a copy as a nice pre-written intro game. If your group finds it wants to keep playing and get into SR going down TinkerGnome's list is the next step. And probably in the order he listed them in. |
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Apr 11 2004, 03:32 AM
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#7
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
I gave a full list because he indicated he'd previously been into SR. I left out critters because I'm not a huge fan of things that come with GM screens. I've bought several and never been impressed by any of them (Critters included). It is good to have if you're wanting to use non-human threats, but, frankly, you could run a whole campaign and never use it. It's also GM specific so it gives less bang-for-the-book than something that provides GM and player material alike. If the group is going to spread out book buying amongst the players as well, I'd probably make it a GM priority. On a general scale, there's other stuff which gets used a lot more in most games.
Additional notes:
For buying the books, priorities should depend on characters and budget. If no one is playing a magic type, you can skip MitS. If no one is playing a decker, skip Matrix, etc. Some of them are useful no matter what characters are at the table and some are strictly optional (SR3 Companion fits this bill... PCs tend to use the first sections which apply to character generation and GMs tend to use the rest of the book, if at all.). If I'm working on characters, I generally drag around 4 books with me. The Main book, Cannon Companion, and:
Why, yes, I do like the sound of my own typing. Why do you ask? |
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Apr 14 2004, 04:14 PM
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#8
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Target Group: Members Posts: 61 Joined: 8-December 03 Member No.: 5,887 |
Core book 3rd ed. Then if your playing the traditional Seattle setting, get "New Seattle" and "Shadows of North America" for background, politics and geography. I think thatīs more important than any rules. If you want more rules then my opinion is that "Magic in the Shadows" and "Rigger 3" are the best buys.
"Cannon Companion" and "Man and Machine" are good but donīt contain anything you will miss unless youīve seen it. Rigger and MitS are difficult to make do without because; Can you imagine a rigger without a custum made vehicle? Do you want your magicans to be left without the ability to initiate? (a thing that makes your magican much more powerfull, witch all the opposing magicans will have done if you play prewritten scenarios). |
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Apr 14 2004, 04:29 PM
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#9
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Moving Target Group: Members Posts: 515 Joined: 10-April 04 From: Chicago, IL...Ich vermisse Deutschland. Member No.: 6,230 |
As other have pointed out to me (on the Fanpro forum)
Core book M&M MitS Rigger 3 Matrix Sprawl Survival Guide Cannon Companion Then maybe the region book that you're going to play in. Don |
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