Shadowrun

Shadowrun TTRPG · Shadowrun Roleplaying Game

Shadowrun

  • 3 – 6 players
  • 4 – 5 hours
  • Comprehensive rules
  • For adults only
  • Catalyst Game Labs
    • Sixth World (2019) (6e)
    • 5th Edition (2013) (5e)
    • 4th Edition, 20th Anniversary (2009) (4A)
    • 4th Edition (2005) (4e)
    • 3rd Edition (1998) (3e)
    • 2nd Edition (1992) (2e)
    • 1st Edition (1989) (1e)

Shadowrun combines cyberpunk heists with magic and metahumans. You take on the role of a crew of specialists known as runners, hired to tackle jobs that corporations can't handle. The city is drenched in neon and fraught with danger, populated by fixers, gangs, and corporate security. Each run involves a mix of legwork, social manoeuvres, infiltration, Matrix action, and the use of spirits or spells. Players appreciate the blend of gritty stakes, imaginative concepts, and gear that truly stands out. The tone can range from hardboiled to stylish or street-level, tailored to your group's preferences.

At the table, you plan a heist, scout the area, gather intel, and then strike the target. Tension escalates as alarms flash, watchers murmur, and security tightens. A professional Game Master expertly balances action, intrigue, and consequences to ensure your team shines. This game is perfect for groups that enjoy teamwork and problem-solving. Beginners are welcome, as the GM provides guidance throughout the game. Veterans will find plenty of intricate options and challenging scenarios. It's ideal for one-shot heists, birthdays, or an extended campaign filled with escalating stakes and valuable data.

How to play Shadowrun

Shadowrun uses pools of six-sided dice based on your skills and attributes. You roll, count 5s and 6s as hits, and aim to meet a difficulty set by the Game Master or beat an opponent’s roll. Edge allows you to tilt the odds when you have leverage. On your turn, you state your intention, the GM clarifies the risks, you roll, and then together you describe the outcome. Combat, hacking, and magic follow the same basic rhythm, with special options for each role.

Players bring a character concept, a few priorities, and a willingness to collaborate. You’ll need a character sheet, some d6s, and a microphone if playing online. The Game Master provides the run, vivid NPCs, maps or theatre of the mind, and safety tools. One-shots focus on a clear mission with pre-made characters or quick builds, so you can jump into action quickly. Campaigns develop your contacts, reputation, and the fallout between jobs. Most tables use Sixth World, and a GM can run earlier editions upon request. See online play options.

Two players immersed in moving 3d printed d&d miniatures on a game board.
Two players immersed in moving 3d printed d&d miniatures on a game board.
Close-up of a purple six-sided die with a gold number 5, used for tabletop role-playing games and dungeons and dragons games.
Close-up of a purple six-sided die with a gold number 5, used for tabletop role-playing games and dungeons and dragons games.

Common questions

Do we need any knowledge of Shadowrun rules to play?

No prior Shadowrun experience is necessary. A professional Game Master will guide you through the basics at a comfortable pace. You can either bring your own character ideas or choose from pre-built archetypes such as hacker, mage, rigger, or street muscle. The core mechanic is straightforward: roll a pool of d6s and count 5s and 6s as successes. The GM will take care of the calculations, modifiers, and equipment details, allowing you to concentrate on your choices, teamwork, and style.

Which edition of Shadowrun will our session use?

By default, the session uses Shadowrun Sixth World (2019). If your group prefers the 5th Edition or even earlier editions, please mention this when you book. The GM can prepare pre-generated characters and run material for that edition. If you already have characters from a previous campaign, the GM can assist in rebuilding the concept in the chosen ruleset. Rules references and cheat sheets are available at the table or online.

How do hacking, rigging, and magic function at the table?

In play, Matrix actions, drones, and spellcasting follow the same basic flow as everything else. You describe the goal, roll your dice, and we narrate the outcome. Deckers and riggers experience fast, cut-scene style moments instead of lengthy solo mini-games. Mages operate on the same clock as the team, with spirits and astral perception integrated into the scene. The GM frequently rotates the spotlight, keeps alerts and security levels visible, and connects digital and magical risks to the mission.

How does Shadowrun differ from D&D?

Shadowrun is contemporary, heist-focused, and gear-intensive. You work for fixers while navigating corporations, gangs, and contacts. Planning, legwork, and stealthy entry are just as important as firefights. The team covers roles instead of classes, with technology sitting alongside magic. Combat is perilous, and consequences trail you between jobs. If you're after noir or high-octane action, a GM can adjust the tone and difficulty. Check out examples of table approaches in GM playstyles.

What group size and session length are most effective?

Three to six players is ideal, with four or five being the sweet spot. A typical run takes about four to five hours, as time is spent on planning, recon, and coordinated action. With six players, expect to be on the longer side of that range. One-shots often use pre-made characters so you can get started quickly. Campaign sessions still run best at 240 to 300 minutes, with a short break to maintain focus and share the spotlight.

Is Shadowrun appropriate for teenagers or sensitive players?

Shadowrun is aimed at a mature audience. It explores themes such as corporate oppression, crime, violence, body modification, and the cost of power. It is not suitable for young children. Mature teens can participate with guidance, and the GM employs safety tools to establish boundaries and tone before gameplay begins. Content can be kept stylish and street-level, or it can take a darker turn if your group prefers. You have control over what is displayed and what remains off-screen.

Can we play Shadowrun online with maps and communication?

Absolutely. Shadowrun works brilliantly online. Your GM can utilise tactical maps for locations, provide handouts for floor plans, and manage trackers for alarms, drones, and spirits. Voice and text channels facilitate table talk and discreet communications. Hacking and rigging have dedicated boards that integrate into the main scene. To explore the supported tools, visit our online play platforms page.

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Genres you can play in Shadowrun

  • Cyberpunk

    Neon nights, buzzing servers, and tough decisions. You take on the roles of hackers, street samurai, and fixers executing jobs for and…

    View genre: Cyberpunk
  • Gritty

    Difficult decisions, limited resources, and lasting consequences. Picture Game of Thrones, where trust is tenuous, debts must be repaid…

    View genre: Gritty
  • Crime

    Pull off a slick heist, track down a killer, or navigate the mob's code. Crime games balance planning, pressure, and morally ambiguous…

    View genre: Crime
  • Heist

    Gather the team, scout the target, and execute the heist. Picture Ocean's Eleven, filled with clever strategies, skilled roles, narrow…

    View genre: Heist
  • Dystopian

    Struggle to breathe in a world that monitors your every action, think 1984. Conceal, hack, and resist as you navigate oppressive laws…

    View genre: Dystopian
  • Espionage

    Tradecraft, dead drops, double agents, and high-stakes decisions under pressure. Imagine Mission: Impossible at the table, where every…

    View genre: Espionage
  • Noir

    Neon, rain and poor choices. Noir places you in the role of a weary detective or a doomed con artist in a city that conceals its decay…

    View genre: Noir

What players are saying

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varied experience levels, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed for our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thanks!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I organised a session as a gift for my boyfriend, who is really passionate about it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • Baptiste was a fantastic GM who adapted seamlessly to our group and helped us make great progress in this one-shot. However, there was one issue with the character sheets provided; they were not complete or clear. Some of the French translations were quite rough. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach let the players immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A great first experience with D&D. Amber was excellent at explaining and guiding the game, allowing us as players to quickly get into the flow and focus on the story. Collaborating on attack strategies with my colleagues was a fun activity that provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

  • Pim is truly a legend as a DM! He's cheerful, adaptable, and incredibly experienced. With a group of novice players, he managed to create an amazing experience in just a few hours. He maintained control in a fun manner and engaged every player in the story, whether they were vocal or reserved. If you go adventuring with him, it will certainly be unforgettable!

    Jens

    Triodos Bank N.V.

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