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> Best Shadowrun sourcebook?
Supercilious
post Dec 18 2004, 02:22 AM
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I am starting to "run" shadowrun with my gaming group, I have played before but never GM'd, I love the system from almost a year of player experience, but I want to know what the best book besides the "main" BBB is?
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Thanos007
post Dec 18 2004, 02:26 AM
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Cannon Companion because it has things in it that everyone can use.

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Kanada Ten
post Dec 18 2004, 02:27 AM
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Best how? Like what are you looking for? More fluff, more stuff, more places, more mojo?
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Teulisch
post Dec 18 2004, 02:33 AM
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I would say Man & Machine, because of how much it adds to what you can do. not just the street sams, but anyone with some ware can benefit from it.
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Supercilious
post Dec 18 2004, 02:34 AM
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The most useful second book, in combination with the main.

Rephrased: If you could only own TWO SR3 books, which two would they be? (One must be main book).
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Tarantula
post Dec 18 2004, 02:38 AM
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Erm, depending if your group is mostly magical or not, M&M or MitS.
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Kanada Ten
post Dec 18 2004, 02:50 AM
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Yeah, Man and Machine or Magic in the Shadows. Though Cannon Companion is close behind... Actually, I want to suggest the Sprawl Survival Guide, but then again... God, only 2 Shadowrun books and one must be the Main? Cripies... <wishpers: Year of the Comet, no Dragons, no wait...> <sigh>
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Guest_Crimsondude 2.0_*
post Dec 18 2004, 03:47 AM
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You really would consider DotSw or SSG? Wow.

Bug City--because it is the most well-written SR book to date.
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Slash_Thompson
post Dec 18 2004, 04:02 AM
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I would probably go for the BBB and then any one of the settings books (most likely New Seattle, but depending on where you were planning to run)

but then. I'm a sucker for lots of background detail in games.
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Tanka
post Dec 18 2004, 05:29 AM
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QUOTE (Crimsondude 2.0)
You really would consider DotSw or SSG? Wow.

Bug City--because it is the most well-written SR book to date.

Between that and UB, I completely agree.
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Critias
post Dec 18 2004, 07:24 AM
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Cannon Companion, hands down. Combat rules revisions, new guns, gun creation rules, new melee weapons, new armor, armor modification rules, you name it. M&M or MitS would slant a game too much in my opinion -- either the mages or the mundanes would feel shafted, 'cause the GM had more info for the other half of the group. CC, all the way.

Though, that being said, those three would be ideal, being a sort of holy trinity (following the main book itself). See if you can find some used SR books on eBay or something, you might get luck an' score 'em for cheap (then all this soul searching and deliberation could end!).
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FrostyNSO
post Dec 18 2004, 07:29 AM
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I rate how useful the books are to the players and I by how worn they are, and how many pages are loose.

BBB of course is the most worn, has many loose pages, and I even had to buy a new one.

Cannon Companion is a close second, pretty well worn, and with quite a few pages hanging by a thread. One of the players bought a spare though (phew!).

Shadowrun Companion for some reason is very worn and has lots of loose pages, but I am positive my players got more use from the CC.
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Lafcadio
post Dec 18 2004, 08:55 AM
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Wow, only 2...

Of course the base book is enough to run by itself, but there is so much good stuff in the rest. If you have the base book already you could have you players check it out and see what types of characters they are interested in. If magic heavy---> MitS, cyber---> M&M, gritty badassness--->CC. Maybe you could coerce your players to buy one or two that would enhance their characters so you could go with a good source-book like SSG.
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Zen Shooter01
post Dec 18 2004, 09:08 AM
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Shadows of North America.

But if I were building a bigger SR library than just two books, I'd start with the BBB, then decide between SoNA or SoE.

Next, I'd look at my group to guide me, and pick which order I wanted M&M, MitS, CC, R3, and M in, and it would probably be in that order. But if three out of five PCs are riggers, I'd bump R3 to the top of the list. All deckers? M first.

After that, the SOTAs.

Then CD.

Then DotSW.
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Joe Outside
post Dec 18 2004, 09:30 AM
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By that criteria? Shadowrun Companion, as it's the most general. Then Sprawl Survival Guide. Then Mr. Johnson's Little Black Book. Then the mechanics supplements in whichever order is handiest.
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Adarael
post Dec 18 2004, 03:46 PM
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Most Useful for Players:
A toss up - Man and Machine, or Magic in the Shadows, with Man and Machine edging slightly ahead. While magicians can get cyberware toys at a slight magic cost, mundanes can't get magic toys at a slight cyberware costs.

Most Useful for New GMs:
Sprawl Survival Guide. This'll teach your ass how to make the world *work*, and what living in it is like.

Most Useful for Old GMs:
SoNA. It's like all the stuff I love about the SOTA: XX, old NAN, Neo-Anarchist and Threats books rolled into one. What's going on with your world? Look here.

Just Plain Best Written:
Tir Tairngire. Say what you will about the metaplot - love it or hate it, this was the beginning, in my opinion, of when they decided Shadowrun needed a coherent string of events to tie it together. Still one of my favorite RPG books ever.

You'll Pry It From My Cold, Dead Hands:
Fields of Fire. I don't know why. I just love this book. I don't even use it for stats... I just love it.
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Paul
post Dec 18 2004, 04:42 PM
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Best for enjoyment? Universal Brotherhood and Bug City.

Best for a new GM to start up a new campaign? BBB, followed by either Sprawl Survival Guide, or the Companion. Add MiTS, CC, M&M, R3R and you've got just about everything you need to run any SR character you need.
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Supercilious
post Dec 18 2004, 07:41 PM
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I love M&M... I love it like the children I do not have...

I think, however, I will go with Sprawl Survival Guide. I do, however, intend to get new books about once a month or so, 'till I have the full collection.
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Ombre
post Dec 18 2004, 09:04 PM
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For a beginning Shadowrun GM I would say either "Sprawl Survival Guide" for a broad description of what living in the runnin'2060s feels like or "Mr Johnson's Little Black Book" for the thorough description of the anatomy of a shadowrun from the beginning to the (happy) end...fluff indeed, but useful fluff nonetheless (I like the word "fluff" which I didn't know about just a few weeks ago...just a French runner, you know... :D )

But for pure solid rules I would also recommend Man and Machine or Magic in the Shadows but I would be hard pressed to choose between those two. The former gives an insight into what is technically/scientifically possible in the game world in various fields (cybernetics, biotech, genetics, chemistry and even nanotech) while the latter explores what makes Shadowrun a different game from other cyberpunk rpgs : Magic with all its implications in a modern world...
Matrix and Target :Matrix are very good books to get a good perception of how the global telecommunication network has changed the way people live, and not only shadowrunners...

Then you have 25+ background sourcebooks giving a global vision of the Sixth World , as some people said: Shadows of North America and its across-the-pond twin brother Shadows of Europe which are both invaluable sources of information for beginners (and nice updates for the old guard who have all the Native American Nations , Neo Anarchist's Guide to North America , London Sourcebook and other Tir na nOgs )

I agree Bug City is a very good book, but its usefulness could be debated if our friend intends to start his campaign in 2060 (which is very likely)

Anyway, I almost envy you for the pleasure of taking your first steps into this world we have been exploring for the past 15 years....As a famous elf would put it: "it's going to be a hell of a ride"
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Guest_Crimsondude 2.0_*
post Dec 18 2004, 10:19 PM
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QUOTE (Adarael @ Dec 18 2004, 09:46 AM)
Just Plain Best Written:
Tir Tairngire. Say what you will about the metaplot - love it or hate it, this was the beginning, in my opinion, of when they decided Shadowrun needed a coherent string of events to tie it together. Still one of my favorite RPG books ever.

Really? As opposed to UB or Corp Shadowfiles, even? Even Seattle, which introduced the Renraku AI plot that has been around for the last 14 years.

Useful, schmuseful. I like it because it's a great book (although I do agree with Paul and tanka, and were I to pick 3, UB would be the third just because it is the other SR book that you read with a really visceral, emotional reaction).

But I just love the setting for Bug City because stories like that fascinate me. Seeing it come to pass, otoh, sucks ass.
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Cynic project
post Dec 18 2004, 10:55 PM
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I would have to say that there is not best source books, but there are ones that you only need to fill out the rest. The dragon book, is nice to have and puts a whole lot of plot ideas, but it is not needed, the same for just about every story source book. But Then you have the rule books,and if you are running a game where all the players want to be riggers, then MITS is not the book for you.If you are playing a game where everyone wants to be voodoo people, then M&M is not for you.If you are playing a game where the players want to be super spies, I wouldn't put CC up for the top spot either.

For the games I have played in I would say that more people use M&M over any other book, but I use at least four books for any character I make.Most of the time I use around 7.
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Paul
post Dec 18 2004, 10:58 PM
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Bug City just reads well. You can read it just like a short story. The Tir books were okay, but I didn't, and don't keep a copy of them in the bathroom, or by my bed just to reread.
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Cynic project
post Dec 18 2004, 11:02 PM
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The tir books have this one problem. If you read them you must embrace the IE plot line. You then must look at humans at pathetic morons who were lead by a group of elves for thousands of years, and didn't do anything worth talking about from the time earth dawn ended to about 40 years before the game world started.

This is just how i have read them,and frankly I do not so much mind the fact that IEs are around, but mroe that they did so much when there were so few of them.
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Adarael
post Dec 18 2004, 11:05 PM
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QUOTE
Really? As opposed to UB or Corp Shadowfiles, even? Even Seattle, which introduced the Renraku AI plot that has been around for the last 14 years.


I believe TT predates all of those types of books except Seattle, and the old Seattle book only has a few AI hints - not nearly as much 'There's spooky shit here! WOO!' that TT has.

Which doesn't mean I value UB or Seattle any less, mind you. <G>
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Guest_Crimsondude 2.0_*
post Dec 18 2004, 11:23 PM
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UB was published in 1990. CS and TT both came out in 1993, at around the same time. I won't hazard a guess as to which came first since I was in a bit of a FGS limbo when they came out and didn't buy them until the mid-90s.

But, really, the plotline TT introduces is *ahem* lame.
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