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Shadowrun [Englisch] [Gebundene Ausgabe]

Catalyst Game Labs
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  • Gebundene Ausgabe: 373 Seiten
  • Verlag: Catalyst Game Labs; Auflage: Anniversary. (15. August 2009)
  • Sprache: Englisch
  • ISBN-10: 1934857319
  • ISBN-13: 978-1934857311
  • Größe und/oder Gewicht: 21,9 x 2,5 x 28,2 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 146.711 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)



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Die hilfreichsten Kundenrezensionen
Format:Gebundene Ausgabe|Verifizierter Kauf
Die neue Auflage von SR4 von Catalyst ist an vielen Ecken um kleine Verbesserungen bereichert. Vor allem der übergreifende Index am Ende, dessen Schlagwörter auf alle Corebooks verweisen (Augmentation, Unwired etc.) ist nett.

Was nach wie vor fehlt, sind Spielleiterinformationen zu vielen Events. Das ist ärgerlich, weil ich als GM wissen muss, was eigentlich dahinter steckt. Aber dann wäre das Buch für Spieler natürlich strikt verboten...
War diese Rezension für Sie hilfreich?
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82 von 83 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen BBB Chromed 10. September 2009
Von Kizmet - Veröffentlicht auf
Format:Gebundene Ausgabe
If you're new to Shadowrun or to the 4th edition, be sure to look at the reviews of the old 4th edition book here: Shadowrun 4th Edition or visit Shadowrun's official website.

I picked up the 4th edition core book (BBB) shortly after it came out and it made me want to finally put all of my 1st and 2nd edition stuff on the shelf (we'd been using them since 1994- duct-tape keeping them alive- [3rd edition didn't offer enough incentive for me to buy a whole new edition]). At first glance the system seemed to have made a quantum leap forward allowing it to compete with other high order RPG rules sets like White Wolf's Storyteller System.

We began playing 4th e- but with some difficulty. We would regularly run into problems in the rules and have to come up with a work around, house rule or snap GM decision to keep things moving, but we still had a great time with it. I found that I had a particularly hard time reaching a working understanding of the matrix rules (let's face it- the Matrix is a notoriously tricky thing to get your mind around). I realized, after some time, that I couldn't find ANYONE who understood it well. There were holes in that chapter so big that you could drive an Ares Citymaster through them.

Then came Catalyst (bless their little hearts) who began doling out our regular fix of source books and really bringing the game to life.

With the 20th Anniversary Edition, I feel that Catalyst has reached the pinnacle of Shadowrun's evolution. It's packed with great new fiction, the rules have been tweeked here and they've entirely rewritten the chapter on the matrix. This release also sports the benefit of being published AFTER the source books which has 2 major benefits:

1.) all of the revisions to the core rules to tie neatly into the appropriate source material, galvanizing 4th edition into the most integrated and comprehensive Shadowrun system ever with this book at its core


2.) it includes a complete, color coded index that covers ALL of the core source books. This really helps when your characters try to derail your game with stunts that they see in the movies and you've got to figure out what to roll- and then what happens... `what book did I see that in again?'

In addition to the content, this book looks fantastic. Shadowrun has always featured a grab bag of art in its pages: some phenomenal and some really shameful. In the 20th Anniversary Edition, Adam Jury and Matt Vaillancourt have really outdone themselves. I would say the ALL of the art in this book is really fantastic. Visualizing the setting is a big part of a roleplaying game and it's important to have great art to inspire you and your players. This printing won't let you down with inconsistent quality like the old 4th Edition book did (turn to page 334 in the old 4th e for example- you'll see what I mean).

In a sentence: Buy this book.
Do it and your team will thank you.

Watch your back.
Shoot straight.
Conserve ammo.
And never, ever, cut a deal with a dragon.
--Street proverb
22 von 23 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen The Sixth World never looked so good 22. September 2009
Von Joe Chummer - Veröffentlicht auf
Format:Gebundene Ausgabe
Shadowrun can be distilled into three important words: "Magic cyberpunk noir."

If you're looking for a sci-fi RPG you can really sink your teeth into, this is the one. Shadowrun is quite possibly the richest, most detailed, and most beloved sci-fi RPG setting I have ever played. The way the rules and fiction are presented in this rulebook quickly dispels the "cyberpunk with namby-pamby elves" stigma (which usually originates from people who write off the game without really knowing anything about it). On the contrary, this book makes Shadowrun's world of magic and technology come alive.

This particular rulebook by far the most beautiful and lovingly crafted presentation I have ever seen in an RPG book. Printed in full color, with gorgeous art (the cover alone is fantastic), lavish page designs, and a ribbon bookmark, you just can't ask for a better package. Also included as easter eggs for veteran players are some classic pages of art from Shadowrun's rich, 20-year history (such as the cover art for Shadowrun 1st/2nd Edition rules, the cover of the DMZ box set, etc.)

The rules themselves are another big draw. At first I refused to try 4th edition rules simply because 2nd edition rules worked well enough for me and because they re-branded iconic "decker" characters with the generic "hacker" moniker. For one, I am glad I waited to pick up this Anniversary Edition because this book incorporates errata and important revisions to the original 4th Edition book released a few years ago. I also discovered the 4th edition rules themselves are a worthy successor to the 2nd edition rules (which were first released 17 years ago!) and greatly streamline gameplay.

My only regret is I still miss the term "decker," but in the end it doesn't make sense calling someone a "decker" when cyberdecks are a thing of the past (gotta keep up with SOTA, after all).
16 von 17 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Shadowrun 20th Anniversary Core Rule Book - Worth it! 15. September 2009
Von Nicholas Smeaton - Veröffentlicht auf
Format:Gebundene Ausgabe
The 20th Anniversary Edition of the Shadowrun Core Rulebook is more than just a pretty face. This is not to say the top notch full colour artwork and the extra fiction aren't appreaciated, the Shadowrun setting is not based on a movie or TV series so anything that makes it easier for GM and players to visualise the setting and all the inherent possiblities it contains is a great bonus. It was also nice of Catalyst to take the opportunity to make a few corrections and include a few things they'd overlooked with previous printings (Putting ratings and capacities on visual and audio sensors was a nice idea). From my viewpoint however the best part of this book has to be the fact Catalyst took advantage of the fact that this rulebook came out after the rules expansions to include a colour coded meta-index so if a rules question comes up you can quickly find out which book and page contains the answer. Yes it costs more than the standard core rulebook but it is worth the extra cost.
11 von 11 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen New Life for an Old Game 19. Juli 2010
Von M. Gilliland - Veröffentlicht auf
Format:Gebundene Ausgabe|Verifizierter Kauf
For anyone who played the Original few versions of Shadowrun. This version breaths new life into, most of the changes are for the better.

First: The book is Hardback and well bound. I haven't had a single page come loose, which was a real problem with the older versions.

Second: They updated everything so that modern tech no longer outpaces theirs in the year 2072. Since they take place in the future they needed a Wireless system. They also found a better way to use both Cyberware and Bioware together.

Third: They revamped the system. It loses some of its originality (dice pools), but those did tend to confuse people. Now it has a system more like White Wolfs (w/D6's). You take a Base Attribute and a Skill and roll them together. All Target numbers are now 5 and you take dice away from your total before the roll to do more difficult activities.

Fourth: Since the Matrix is now Wireless, your Hacker can actually go on runs and be part of the action. They also mixed him in with the Rigger. So now the Rigger can go in the building and not get stuck sitting in the Van.

Fifth: Damage no longer has the coding system (9M for an Ares Predator), now it simply does 6 damage. Also if the Armor Value is above the Damage of the Weapon then it becomes Stun instead of Physical (done to simulate the armor catching the bullet). The Defender now rolls his Body (attribute) + Armor Value as a soak role following the rules above.

Sixth: Character Creation no longer uses a Priority System. It now has a point based system. You start with 400 points and then spend those on Race, Attributes, Skills, Magic (if you have it), Money and Contacts. Each Category has it's own prices so that you have to choose what means the most to your character (Races cost from 0-40, Attributes cost 8, Skills cost 4, Magic costs 1 for each point of focus, Money costs 1 for 5,000 New-Yen, Contacts cost 1 for loyalty and 1 for value).

Overall: The changes seem to make things easier and more streamlined. I approve of their changes and hope others give them another chance.
7 von 7 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Worth the Price of the Updgrade 16. Oktober 2009
Von Benjamin Bradley - Veröffentlicht auf
Format:Gebundene Ausgabe|Verifizierter Kauf
This book is definitely worth the upgrade cost for three reasons: 1) Organization 2) Fiction 3) Artwork

1) In my opinion, the biggest improvement in this book is the organization. I just started a game 4 months ago and almost everyone at the table is brand new to gaming (including myself) and I found that the learning curve was very steep, in part due to the confusing structure of the core rule book. In the new edition, they have streamlined everything, especially the process of Character Creation. Character Creation can be a very slow and sometimes painful process for new players and my game almost never got off the ground because of it. This new edition makes the whole process much, much more straightforward. It will still take a long time to generate a character but it won't be nearly as confusing and therefore a lot more enjoyable. Almost every other section of the book also benefits greatly from the reorganization and layout changes.

2) The fiction in 20th Anniversary Edition is excellent and a much needed improvement over the previous edition. I skipped over most of the fiction before because I would get confused or bored or both. But I decided to read one of the chapter intro fiction sections and I proceeded to read all the rest before I looked at anything else. Without exception, they were all fascinating, very well written and really got my imagination rolling with adventure ideas. They did a wonderful job of conveying the feeling and atmosphere of this amazing setting.

3) The artwork was also a very welcome change. I've fallen in love with the Shadowrun setting but most of the artwork up to this point has been totally stuck in the 90s. No, not the 2090s, the 1990s. I'm a visual person so I really rely on the artwork to stir my imagination in creating interesting characters and adventures and the new artwork helps a lot. In particular, the Matrix and Augmented Reality aspects of the artwork did a much better job of matching the written descriptions of the Sixth World.

The only thing that I would really liked to have seen is simplified Matrix rules. I still find the Matrix rules very difficult to understand and use and have yet to incorporate them effectively into our game. Other than that, this book is amazing and the game itself is really fun. As a new GM, I only wish I had this book six months earlier.
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