Shadowrun + Cyberpunk [All Editions] - Tabletop RPG Library [1988-2015] 1.0

"We need to have a plan so that we know what we're deviating from."

  1. Manly McBeefington
    "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon."

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    Shadowrun is a science fantasy tabletop 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. From its inception in 1989, Shadowrun has remained among the most popular role-playing games. It has spawned a vast franchise that includes a series of novels, a collectible card game, two miniature-based tabletop wargames, and multiple video games.

    Shadowrun takes place several decades in the future. The end of the Meso-American Long Count ushered in the "Sixth World", with once-mythological beings appearing and old forms of magic suddenly re-emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. In North America, indigenous American tribes discovered 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 formed 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 21st century features technological and social developments associated with cyberpunk science fiction. Megacorporations control the lives of their employees and command their own armies; the ten largest have extraterritoriality, such as currently enjoyed by foreign heads of state. Technology advances make cyberware (mechanical replacement body parts) and bioware (augmented vat-grown body parts implanted in place of natural organs) common. The Computer Crash of 2029 led to the creation of the Matrix, a worldwide computer network that users interact with via direct neural interface. When conflicts arise, corporations, governments, organized crime syndicates, and even wealthy individuals subcontract their dirty work to specialists, who then perform "shadowruns" or missions undertaken by deniable assets without identities or those that wish to remain unknown. The most skilled of these specialists, called shadowrunners, have earned a reputation for getting the job done. They have developed a knack for staying alive, and prospering, in the world of Shadowrun.


    This is a complete (to my knowledge) collection of the tabletop RPGs Cyberpunk and Shadowrun. I spent several months a couple of years ago upon discovery of the game to try and piece together a full collection. It was difficult, but now it will be easier for collectors and RPG players to have the full (or near-full) selection of supplements.

    In total this collection includes:

    • Corebooks, Sourcebooks, Supplements Of:
    1. Cyberpunk
    2. Cyberpunk 2020
    3. Cyberpunk 3.0
    4. Shadowrun [1st Edition]
    5. Shadowrun [2nd Edition]
    6. Shadowrun [3rd Edition]
    7. Shadowrun [4th Edition]
    8. Shadowrun [5th Edition] (Corebook and fan-made Superbook Only)
    9. GURPS [3rd Edition] (Any that relate to Cyberpunk culture)
    • Shadowrun Novels (at the time of compilation)
    • Unofficial Shadowrun Supplements
    • Unofficial Cyberpunk Supplements
    • Cyberpunk Slang Dictionary
    • Chummer v5.139 (Character Sheet and Creation Assistant)
    • Shadowrun Faction Flags
    • Shadowrun Seattle Map circa 2070
    • All soundtracks from the Shadowrun games (except the Japanese SEGA one)

    "The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. It's the same as it always was. Every cycle. People in power exert power. Little people cower in their homes, think what they're told to think, and buy whatever product will help them forget how horrible their lives are for another day. And that's why we don't *play* their fragging game. We don't swallow their drek sandwich and politely ask for another. It's why we run the shadows. That's where real life is, kiddo."
    _Harlequin


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