Unfortunately Catalyst Game Labs doesn’t seem interested in support this book any further. Luckily most of the issues have been fixed since then, but the game still needs some work if you ask me. And don’t get me started on the sad state the PDF was in at release. The book also contains a list of standard threats, but again the list is way too short and again descriptions are lacking. Vehicles, drones, cyberdecks, weapons, etc. A lot of the rules are explained badly, the number of available Shadow Amps is too small in my opinion and if you don’t know Shadowrun already, you will feel lost and overwhelmed all the time. While reading the book you immediately get the impression that Anarchy has been rushed out of the door. Unfortunately it’s not all gold that glitters…īut Anarchy has also a slew of problems. Layout and artwork are definitely on par with what you’ve got to expect from Shadowrun products. They also included about fourty Contact Briefs which are basically adventure outlines you can use to run an adventure with minimal preparation. The highlight of the game are definitely the 30 (yes, thirty!) included pregenerated characters including an Ork rockstar and a Troll face. Anarchy does this perfectly and the included conversion rules make it easy to use the material created for the 5th Edition. I often have looked for alternative rule systems to run games in the Shadowrun world, but no other game managed to capture that special Shadowrun feel. Overall I am quite happy with how Anarchy has turned out. I have to admit I am not completely with shared narration as used in Cue System games yet, and especially with players who are not well versed in Shadowrun lore, a more traditional approach should be easier. This is actually what I am doing when I run Shadowrun: Anarchy for a group of friends this Saturday. If that’s too new-fangled for your tastes, you can also run it in a more classic way. By using Plot Points players can change the order in which people narrate. The GM starts the narration by setting the scene and then each of the players is then allowed to narrate their character’s actions. But if you prefer rules-light games, you should give Anarchy a chance.Īnarchy also allows for a more narrative approach than regular Shadowrun. If you are a hardcore Shadowrun nerd who thrives on all the teeny tiny details, you might not enjoy Anarchy. Armor now works like additional hitpoints. Gone are the days where you tracked dozens of various implants, or when you had to keep track of multiple kinds of ammunition. Characters have only a few skills and just a handful of weapons. You still roll buckets of six-sided dice and all the Shadowrun tropes are still around, but things have been simplified a lot.Įverything which makes your character special like spells, cyberware, cyberdecks, etc. You have been warned!Įven though the rules have a certain Shadowrun feel to them, Anarchy uses a totally different ruleset based on Catalyst Game Labs’ Cue System. It’s just me sharing my thoughts with a bit of praise and some ranting thrown in for good measure. By the way, this is not supposed to be a review. Anarchy is an alternate ruleset for 5th Edition Shadowrun which allows a more streamlined, narrativist approach to the fantasy cyberpunk game. Shadowrun: Anarchy is the game I have been waiting for since I first played Shadowrun 1st Edition back in the 1990s.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |