High Level Overview
1. Playing Shadowrun
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Shadowrun is a story-first RPG: players describe what their characters attempt, and the GM decides outcomes.
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Dice pools of d6 determine success: add attribute + skill + modifiers to get the pool size.
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Success: Each die that rolls 5 or 6 counts as a hit.
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Target Numbers/Thresholds: GM sets how many hits are needed for success.
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Glitches: If more than half your dice are 1s, the action goes badly—even if it technically succeeds.
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Edge & Wild Die: Special dice rules that can affect success or rerolls.
2. Making Tests & Dice Pools
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Success Tests: Roll against a target number.
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Opposed Tests: Roll against another character or NPC.
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Extended Tests: Tasks that take time or repeated attempts.
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Team Tests: When multiple characters contribute.
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Critical Success/Failure: Rules for exceptionally good or bad outcomes.
3. Character Traits & Stats
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Metatype: Character species (Human, Elf, Ork, Troll, Dwarf).
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Attributes: Core stats (Strength, Agility, Logic, Intuition, Charisma, etc.) used in dice pools.
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Skills: Areas of training or expertise.
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Special Attributes: Edge, Magic, and Resonance.
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Condition Monitors: Track damage, stress, or wounds.
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Initiative: Determines action order in combat and other time-sensitive situations.
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Attack/Defense Ratings: Used in combat resolution.
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Qualities: Advantages or disadvantages that modify character abilities.
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Gear: Weapons, cyberware, armor, tools, vehicles, etc.
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Contacts: Allies or information sources.
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Lifestyle: Reflects living conditions, income, and social resources.
4. Putting It All Together – How to Play a Turn or Scene
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Declare Intent: Player describes what their character is trying to do (e.g., “I pick the lock quietly”).
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GM Sets Parameters: GM decides test type, modifiers, and target number.
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Roll Dice: Roll the dice pool (attribute + skill + modifiers).
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Count Hits / Apply Outcome: Compare hits to target number or opposed rolls; narrate results.
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GM Resolves Consequences: Damage, narrative changes, or follow-up events.