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Shadowrun (Second Edition)

3.90  ·  Rating Details  ·  687 Ratings  ·  7 Reviews
Shadowrun (2nd Edition) is the main rulebook needed to play second edition Shadowrun, and it's essential for anyone who wants to Gamemaster it. It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.
Hardcover, Second Edition, 295 pages
Published 1992 by FASA Entertainment (first published December 31st 1991)
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David Sarkies
Nov 09, 2015 David Sarkies rated it liked it
Shelves: game
A Dark Future Where Magic has Returned
8 March 2012

This game was really cool, though unfortunately like many roleplaying games complexity is the rule. However it was unique in many ways, and it is that uniqueness that pretty much catapults this game to the top of the game ladder. In a way it surpasses Dungeons and Dragons, but with me Dungeons and Dragons always has a place in my heart. The reason I say this is because Dungeons and Dragons was designed as and has always been, a very generic fant
Jul 03, 2012 Jed rated it really liked it
Recommends it for: nobody - read 5th ed now
Recommended to Jed by: I don't recall, but I'd like to thank that person
Shadowrun 2nd Edition was my first introduction to the game system. I loved it! There were elements of that world, including the resurgence of magic and the reintroduction of "meta-humans" (orks, trolls, elves, dwarves) that really piqued my interest, coming from AD&D.

The system itself is very good for fast-paced action, but not that great for the parts that I really wanted it to be good at: the technology aspects like riggers (drone drivers) and deckers (future hackers). The tech problems a
Apr 02, 2007 Chris rated it really liked it
After Rolemaster, the game that defined my weekends as a teenager. To this day I love the premise, the world, the dark, gritty blend of fantasy and near-future sci-fi that works so much better than it seems it should. System wise, I still feel that the 2nd edition magic system is one of the best ever. Its loose, free-form, and alows the user to amplify power on a near unlimited level, at a high cost of risk and possible death. And of course the net-running rules are quick and intuitive as well. ...more
Carl Klutzke
May 04, 2014 Carl Klutzke rated it really liked it
Amazing setting. But I hated the rules. And the inclusion of cyber space and astral space in the setting meant that some players were going to twiddle their thumbs waiting because they couldn't go there.
Oh my, I remember the cyber-future of 1992. It was all dark and cynical. The Japanese were going to rule the world. All the computers and the people were going to be connected with physical wires. The worldwide network of computers was called the Matrix; you fought virtually in the Grid. Not to mention the big, big hair.

Well, I enjoyed playing it, anyhow.
Jan 11, 2008 Devin rated it really liked it
Shelves: rpgs
Despite my fears that mixing fantasy with cyberpunk would create a mess, I found that I liked this game more than R. Talsorian's original Cyberpunk RPG. The thought and consistent details put into the setting really worked well to create a vibrant and evocative world. I was never really able to get a handle on the setting, though, which always seemed overly complex to me.
David Winston
Mar 29, 2013 David Winston rated it it was amazing  ·  review of another edition
Recommends it for: Yes
Best Futuristic game on the market!
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