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'''''Shadowrun''''' is a role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures coexist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror, and detective fiction.
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'''''Shadowrun''''' is a role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror, and detective fiction.
  
 
The original game has spawned a franchise with a card game, two miniature-based wargames, multiple video games, a series of novels, and music.<ref>"Review: Shadowrun". Space Gamer '''2''' (2). October/November 1989.</ref> From its inception, it has remained among the most popular role-playing games.
 
The original game has spawned a franchise with a card game, two miniature-based wargames, multiple video games, a series of novels, and music.<ref>"Review: Shadowrun". Space Gamer '''2''' (2). October/November 1989.</ref> From its inception, it has remained among the most popular role-playing games.
  
 
==Setting overview==
 
==Setting overview==
''Shadowrun'' takes place several decades in the future (2050 in the first edition, currently {{#expr:{{CURRENTYEAR}}+62}}. In 2011, the end of the Mesoamerican Long Count calendar ushers in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and old forms of magic suddenly starting to work. Large numbers of humans "goblinize" into orks and trolls, while human children begin to be born as elves, dwarves, and even more exotic creatures. In North America, Native American tribes discover their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they form a federation of Native American Nations. Seattle, Washington remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting.
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''Shadowrun'' takes place several decades in the future (2050 in the first edition, currently {{#expr:{{CURRENTYEAR}}+62}}. In 2011, the end of the Mesoamerican Long Count calendar ushers in the "Sixth World", with once-mythological beings (e.g. dragons) appearing and old forms of magic suddenly starting to work. Large numbers of humans "Goblinize" into orks and trolls, while human children begin to be born as elves, dwarves, and even more exotic creatures. In North America, Native American tribes discover their traditional ceremonies allow them to command powerful spirits, and rituals associated with a new Ghost Dance movement let them take control of much of the western U.S. and Canada, where they form a federation of Native American Nations. Seattle, Washington remains under U.S. control by treaty as a city-state enclave, and most game materials are set there and assume campaigns will use it as their setting.
  
 
In parallel with these magical developments, the setting's early twenty-first-century features technological and social developments associated with cyberpunk science fiction.
 
In parallel with these magical developments, the setting's early twenty-first-century features technological and social developments associated with cyberpunk science fiction.
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The ''Shadowrun'' role-playing game, various expansions, and a ''Shadowrun'' collectible card game have won Origins Awards. The fourth edition also won the prestigious independent Ennie Awards for Best Rules as well as for Best Product in 2006.  In 2010, the Shadowrun – 20th Anniversary Edition won 3 silver Ennie Awards: Best Interior Art, Best Production Values and Best Game<ref>[http://www.ennie-awards.com/blog/?page_id=1055 2010 Ennies Awards Noms and Winners]</ref>.
 
The ''Shadowrun'' role-playing game, various expansions, and a ''Shadowrun'' collectible card game have won Origins Awards. The fourth edition also won the prestigious independent Ennie Awards for Best Rules as well as for Best Product in 2006.  In 2010, the Shadowrun – 20th Anniversary Edition won 3 silver Ennie Awards: Best Interior Art, Best Production Values and Best Game<ref>[http://www.ennie-awards.com/blog/?page_id=1055 2010 Ennies Awards Noms and Winners]</ref>.
  
''Shadowrun''<nowiki>'</nowiki>s fourth and current edition was released at Gen Con in August, 2005, and brought significant changes to the game's system and setting. The new system caused some controversy among fans, although third-party reviews were positive. FanPro USA had some problems with their production schedule and the game was out of print from December 2006 to April 2007. In April it was announced that production and development of the game was changing hands to the aforementioned Catalyst Games, and publishing of the core game and new supplements has resumed.<ref>[http://www.battlecorps.com/BC2/news.html?article=241 InMediaRes Productions LLC. Enters Negotiations for the Classic BattleTech and Shadowrun Licenses from WizKids Inc.] (dead link)</ref>
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''Shadowrun'''s fourth and current edition was released at Gen Con in August, 2005, and brought significant changes to the game's system and setting. The new system caused some controversy among fans, although third-party reviews were positive. FanPro USA had some problems with their production schedule and the game was out of print from December 2006 to April 2007. In April it was announced that production and development of the game was changing hands to the aforementioned Catalyst Games, and publishing of the core game and new supplements has resumed.<ref>[http://www.battlecorps.com/BC2/news.html?article=241 InMediaRes Productions LLC. Enters Negotiations for the Classic Battletech and Shadowrun Licenses from Wizkids Inc.] (dead link)</ref>
  
 
The ''Shadowrun'' role-playing game has spawned ''Shadowrun: The Trading Card Game'', four video games, ''Shadowrun Duels'' (an action figure game), two magazines, an art book and more than 50 novels, starting with the ''Secrets of Power'' series which introduces some of the original characters of ''Shadowrun'' and gives a good introduction to this fictional universe. In addition to the main rulebook (now in its fourth edition) there have been over 100 supplemental books published with adventures and expansions to both the rules and the game settings.
 
The ''Shadowrun'' role-playing game has spawned ''Shadowrun: The Trading Card Game'', four video games, ''Shadowrun Duels'' (an action figure game), two magazines, an art book and more than 50 novels, starting with the ''Secrets of Power'' series which introduces some of the original characters of ''Shadowrun'' and gives a good introduction to this fictional universe. In addition to the main rulebook (now in its fourth edition) there have been over 100 supplemental books published with adventures and expansions to both the rules and the game settings.
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===The nations===
 
===The nations===
A basic premise of the setting is that as the world endured the string of state-changing events and conflicts, the political landscape fragmented and re-formed. In North America, for example, some nations broke apart and re-formed, as was the case with the Confederation of American States and the United Canadian and American States;  others became havens for specific racial or ethnic groups, like the councils of the Native American Nations, the Native Americans having used their newfound magical abilities to regain massive tracts of land; or the Elvish principality of Tír Tairngire, that encompasses all of the state of Oregon. Some, like the California Free State, simply declared independence, or became ''de facto'' corporate subsidiaries like Aztlan (the former Mexico) to Aztechnology Megacorp. Despite the new role of megacorporations, many nations still hold considerable sway through economic, social and military means. For some, getting by means taking advantage of whatever the corps, or the government might bring their way.
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A basic premise of the setting is that as the world endured the string of state-changing events and conflicts, the political landscape fragmented and re-formed. In North America, for example, some nations broke apart and re-formed, as was the case with the Confederation of American States and the United Canadian and American States;  others became havens for specific racial or ethnic groups, like the councils of the Native American Nations, the Native Americans having used their newfound magical abilities to regain massive tracts of land; or the Elvish principality of Tír Tairngire, that encompasess all of the state of Oregon. Some, like the California Free State, simply declared independence, or became ''de facto'' corporate subsidiaries like Aztlan (the former Mexico) to Aztechnology Megacorp. Despite the new role of megacorporations, many nations still hold considerable sway through economic, social and military means. For some, getting by means taking advantage of whatever the corps, or the government might bring their way.
  
 
===The corporations===
 
===The corporations===
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===The Matrix===
 
===The Matrix===
In earlier editions, direct neural interface technology enabled humans and metahumans to directly access computers and the Matrix, the in-game global computer network restructured after the 2029 Crash. Access to the Matrix was accomplished by "deckers", individuals that have "cyberdecks". These interface machines are connected to the brain through a datajack generally located at the temple or behind the ear.  
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In earlier editions, direct neural interface technology enabled humans and metahumans to directly access computers and the Matrix, the ingame global computer network restructured after the 2029 Crash. Access to the Matrix was accomplished by "deckers": individuals that have "cyberdecks". These interface machines are connected to the brain through a Datajack generally located at the temple or behind the ear.  
  
 
In ''Shadowrun'' 4th edition, the Matrix rules have changed, thanks to the setting's constant evolution and a drive to match real world technological developments. After the second Matrix crash in 2064, Matrix technology was moved away from the wired network and led into a wireless technology. The most noticeable difference between the Matrix in the 2070s and the earlier editions is that wireless technology has become ''completely'' ubiquitous. Communications and Matrix access is provided through wi-fi nodes placed throughout the infrastructure of just about every city on Earth, fulfilling a service similar to contemporary cell towers - but as these nodes are as numerous as telephone poles, only a tiny percentage of their range is necessary. The nodes of all electronic devices a person carries are connected in a similar manner, creating a Personal Area Network (PAN). People access their PAN with their Commlink, a combination personal computer/cell phone/PDA/wireless device available either as an implant or a head-mounted display. This access can be the total sensory immersion common to cyberpunk fiction, or a sensory ''enhancement'' by which the virtual features of one's physical surroundings can be perceived and manipulated. The Matrix of the 2070s is thus not only a virtual reality, but an  augmented or mixed reality. Cyberdecks are obsolete, so "deckers" have once again become "hackers". In turn, the otaku of previous versions (deckers who did not need decks to access the Matrix) have been reworked into technomancers, who possess an innate connection to the Matrix that permits them to access the wireless network without hardware.
 
In ''Shadowrun'' 4th edition, the Matrix rules have changed, thanks to the setting's constant evolution and a drive to match real world technological developments. After the second Matrix crash in 2064, Matrix technology was moved away from the wired network and led into a wireless technology. The most noticeable difference between the Matrix in the 2070s and the earlier editions is that wireless technology has become ''completely'' ubiquitous. Communications and Matrix access is provided through wi-fi nodes placed throughout the infrastructure of just about every city on Earth, fulfilling a service similar to contemporary cell towers - but as these nodes are as numerous as telephone poles, only a tiny percentage of their range is necessary. The nodes of all electronic devices a person carries are connected in a similar manner, creating a Personal Area Network (PAN). People access their PAN with their Commlink, a combination personal computer/cell phone/PDA/wireless device available either as an implant or a head-mounted display. This access can be the total sensory immersion common to cyberpunk fiction, or a sensory ''enhancement'' by which the virtual features of one's physical surroundings can be perceived and manipulated. The Matrix of the 2070s is thus not only a virtual reality, but an  augmented or mixed reality. Cyberdecks are obsolete, so "deckers" have once again become "hackers". In turn, the otaku of previous versions (deckers who did not need decks to access the Matrix) have been reworked into technomancers, who possess an innate connection to the Matrix that permits them to access the wireless network without hardware.
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:''But I don't have to bear any aesthetic responsibility for it. I've never earned a nickel, but I wouldn't sue them. It's a fair cop. I'm sure there are people who could sue me, if they were so inclined, for messing with their stuff. So it's just kind of amusing."''<ref>[http://web.archive.org/web/20070627074200/http://www.peak.sfu.ca/the-peak/98-3/issue7/gibson.html The peak (19/10/1998) arts: Cyberpunk on screen - William Gibson speaks<!-- Bot generated title -->]</ref>
 
:''But I don't have to bear any aesthetic responsibility for it. I've never earned a nickel, but I wouldn't sue them. It's a fair cop. I'm sure there are people who could sue me, if they were so inclined, for messing with their stuff. So it's just kind of amusing."''<ref>[http://web.archive.org/web/20070627074200/http://www.peak.sfu.ca/the-peak/98-3/issue7/gibson.html The peak (19/10/1998) arts: Cyberpunk on screen - William Gibson speaks<!-- Bot generated title -->]</ref>
  
The curse words of the first three editions substituted words for curses that would have been used in a setting like the one depicted, but would equally have provoked criticism when used in a book for adolescents - e.g.: "drek" (German ''Dreck'': "dirt" - short for ''Scheißdreck'', substitution for "shit") and "frag" for "fuck". This practice — along with the slightly differently spelled "Frack!" (German for "tailcoat") — was a very popular trait of all ''Battlestar Galactica'' serials.
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The curse words of the first three editions substituted words for curses that would have been used in a setting like the one depicted, but would equally have provoked criticism when used in a book for adolescents - e.g., "drek" (German ''Dreck'', "dirt" - short for ''Scheißdreck'', substitution for "shit") and "frag" for "fuck". This practice — along with the slightly differently spelled "Frack!" (German for "tailcoat") — was a very popular trait of all ''Battlestar Galactica'' serials.
  
 
In December 2005 Robert Boyd from Carrickfergus, Northern Ireland robbed a lingerie shop at knifepoint in Belfast while wearing a blonde lady's wig. During his trial Boyd stated he was playing ''Shadowrun'', specifically the role of criminal elf Buho, at the time and may have "blurred reality and fantasy". Two jurors believed his story, but ten did not and he was convicted of robbery in March 2007.<ref>[http://news.bbc.co.uk/1/hi/northern_ireland/6430683.stm BBC News]</ref>
 
In December 2005 Robert Boyd from Carrickfergus, Northern Ireland robbed a lingerie shop at knifepoint in Belfast while wearing a blonde lady's wig. During his trial Boyd stated he was playing ''Shadowrun'', specifically the role of criminal elf Buho, at the time and may have "blurred reality and fantasy". Two jurors believed his story, but ten did not and he was convicted of robbery in March 2007.<ref>[http://news.bbc.co.uk/1/hi/northern_ireland/6430683.stm BBC News]</ref>

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