One of the things that's easy to forget in our hyper-connected age is how we used to discover new roleplaying games in the days before the Internet. Back then, the most reliable way to learn about an upcoming release was through an advertisement in the pages of whatever gaming magazine happened to be on hand. In 1989, I wasn't reading any of those magazines with regularity and the few I did pick up were mostly issues of Challenge, published by GDW.
I can’t recall exactly which issue it was, but one from late 1989 (or perhaps early 1990) featured a full-color ad on what I think was the inside back cover. It was promoting an adventure titled DNA/DOA for a game I’d never heard of before: Shadowrun. The only reason I paid it any attention or indeed remember it now, nearly four decades later is that the ad prominently noted the adventure had been written by none other than Dave Arneson, co-creator of Dungeons & Dragons. That odd little detail stuck with me, not only because of Arneson’s name but because it hinted that this Shadowrun might be more than just another entry in the growing library of cyberpunk RPGs.
That was my first encounter with FASA’s Shadowrun, a game that seemed unusual from the outset.
Released in 1989, Shadowrun appeared just a year after R. Talsorian’s eponymous Cyberpunk had helped define the genre’s tabletop presence. With its street samurai, megacorps, and jacked-in netrunners, Cyberpunk set the tone for what most people came to expect from a game inspired by the dystopian futures of Gibson, Sterling, and their peers. And yet, more than 35 years later, it’s Shadowrun that has endured. With multiple editions, a series of novels, video game adaptations, and a fiercely loyal fanbase, it remains a living game line, unlike most of its "pure" cyberpunk contemporaries, which have faded into semi-obscurity or niche reverence.
Why?
The most obvious reason for Shadowrun’s enduring success is the same one that raised eyebrows back in 1989: it isn’t just cyberpunk. It’s cyberpunk with elves. And orcs (or orks, if you prefer). And dragons who run multinational corporations. In Shadowrun’s timeline, magic returns to the world in 2011(!), mutating humanity and transforming a familiar dystopian near-future into something far stranger (and, from a publishing standpoint at least, much more resilient) than the genre that inspired it.
This wasn’t just a gimmick. By blending fantasy tropes with cyberpunk conventions, Shadowrun did something genuinely clever: it created a setting with depth and layers. On the surface, players could engage with the game as street-level mercenaries wielding neural implants and SMGs. But beneath that were shamans communing with spirits, dragons manipulating global markets, and ancient conspiracies stretching back to the Fourth World. Players who might have bounced off the bleak, tech-saturated grit of Cyberpunk could instead be drawn in by magical lodges, the emergence of metahumanity, or the social and spiritual upheaval that followed the Awakening.
In short, Shadowrun broadened its appeal and, in doing so, expanded the possibilities for adventures and campaigns.
It’s also important to recognize how this hybrid design has helped Shadowrun weather the passage of time. Cyberpunk as a genre hasn’t aged gracefully. Its once-speculative technologies – cyberlimbs, virtual reality, hacking over phone lines – often feel more quaint than futuristic today. However, Shadowrun’s fantasy elements aren't so bounded by the decades. Magic, dragons, and spirits don’t become obsolete; they remain today much as they were decades ago. Ironically, Shadowrun has proven more adaptable than its “straight” cyberpunk peers precisely because it was never just a game about a decaying high-tech future. It had a mythic layer that lifted it beyond the limitations of its moment.
That elasticity of focus has undoubtedly contributed to the game’s remarkable longevity. Each new edition – I've lost track of how many there have been – has updated the rules and revised its vision of future tech. Yet, the game's setting has remained fundamentally intact: a strange, compelling fusion of chrome and sorcery, where megacorps rub shoulders with magical traditions and the shadows are always alive with danger.
Another reason for Shadowrun’s staying power is its strong esthetic identity. The original game’s art direction and tone were memorable, with neon-lit sprawls, chrome-and-leather runners, magical glyphs scrawled on alley walls. The world felt lived in and visually distinct. The idea of a troll shaman arguing with a street samurai while a decker jacked into a corporate node in the background was somehow evocative in a way that pure cyberpunk rarely matched. Just as important, Shadowrun encouraged a specific kind of play, consisting of caper-style runs against megacorporations, betrayal, shifting alliances, and messy consequences. It was heist movies, urban fantasy, and cyberpunk noir rolled into one big, messy ball.
In hindsight, FASA’s gamble proved remarkably wise. In a market soon crowded with gritty cyberpunk dystopias, Shadowrun chose to be weird. It paid off. The game is still here. Cyberpunk is fondly remembered, but it needed a video game revival a few years ago to reach a new generation. Shadowrun, meanwhile, kept chugging along through decades of changes. While I never really got into the game, despite have friends who were huge fans, I always respected it for what it was: a bold, imaginative departure from the RPG norms of its time. It dared to be strange, to blend genres in ways that shouldn’t have worked but somehow did. That willingness to be more than just another cyberpunk clone gave it a vitality that few of its contemporaries could match. Even now, decades later, Shadowrun remains a fixture in the hobby, not because it played it safe, but because it embraced the chaos of magic and machine and built a world unlike any other.
Shadowrun certainly has reputational heft, but Cyberpunk Red/2077 seems fairly popular now, after the initial issues. No idea what the current state of cyberpunk culture is, but what gets me about reading all the old cyberpunk RPGs from the late 80s onwards is how 'white' and bland they are culturally. I've only done a quick read of the cyberpunk RPG canon, but hip hop culture was well established by then as a dominant inner-city urban culture, however, unless there's supplements I'm missing (and if I am please let me know cos I'd love to check them out), there's no DJs, MCs, sampling, turn tablism, beatboxing, grafitti, parkour, etc it's all weird pseudo-new wave rocker boy stuff that immediately dates as early 80s. Even Shadowrun has an absolutely dismal 'Entertainment and Media' section on Seattle, which is insane given Seattle's incredible late 80s underground music scene and how punk it was. In 1989 my brother and I were skating and listening to Public Enemy, Ice T and Jungle Bros, as well as DK, Black Flag, Husker Du, Big Black, Butthole Surfers, Soundgarden and Mudhoney, and none of that was reflected by current cyberpunk RPGs of the time. Cyberpunk, in these early cases, seems more like a suburban white outlook of a slightly gritty future with mirrorshades and synth keytars, rather than a true reflection and logical extension of inner city urban life. Seems like a missed opportunity! :-)
ReplyDeleteWouln't be suprised if someone else already says this by the time I post, but Cyberpunk's creator (Mike Pondsmith) is one of the more prominant black creators in the RPG space. That obviously doesnt mean that he was engaged in the punk/hip hop urban culture you're talking about, but just doing a skim of his wikipedia page, I'd cut him some slack. The guy was working on computer games, localizing the mecha anime scene, and adopting William Gibson/Phillip K Dick into a playable RPG. If he wasnt also immersing himself in New York subcultures, I think thats understandable. As for the rest of the RPG scene, I think a culture of lionizing long running campaigns makes it less likely that players will have the time to go to basement shows, warehouse raves, and other places where bleeding edge culture happens.
DeleteHa! Man, I never really considered that, but you’re so right! It’s like a middle-class white kid from Boise (no offense Boise) envisioned the setting.
DeleteThe edgy rocker boy was a Billy Idol stereotype. Where the heck is Chuck D?
:D
@fantasygamebook - Yeah, because the suburban white market totally isn't the reason that rap and (much) later hiphop became so valuable.
DeleteSR seemed to attempt two versions of addressing racial dynamics - the metahuman spectrum and the Asian (primarily Japanese) influence. Native Americans also featured prominently, but perhaps without exceptional depth. Even so, there are a couple templates featuring Black characters, and a few cover spots. Considering the primary audience, it wasn't nearly so whitewashed as modern sensibilities might suggest.
@fantasygamebook I not am saying that you do not have valid points, but they are crippled by the fact that you have only done a “quick read of the cyberpunk RPG canon”. You fail to take into account who the authors of these roleplaying games were, who the authors of the fiction they were drawing from, and exactly what the authors of the fiction they were drawing from were inspired. It is highly unlikely that any the authors of these RPGs were non-Caucasian (Mike Pondsmith being the exception) and the same can be said of the authors whose fiction inspired the Cyberpunk RPGs. For example, William Gibson, is Caucasian, American-Canadian, and was writing about the dystopic consequences of technology and humanity intersecting. He was inspired by Punk subculture, which came to the fore in the 1970s and was a primarily a Caucasian movement, and for the ‘Cyber’ he turned to the predominant technological country at the time, Japan.
DeleteIt is also unfair to criticise ShadowRun for its ‘Entertainment and Media’ section because as a roleplaying game set in 2050, it does not reflect the ‘Entertainment and Media’ of the eighties. ShadowRun was written in 1988/1989. This is pre-Internet, pre-Youtube, pre-Wikipedia. Doing research on what you are asking for would have been a real challenge, even if the authors, had been aware of what ‘Entertainment and Media’ was like in Seattle in 1988/1989.
Lastly, the hobby and the industry in 1989 was Caucasian. As has been pointed put, Mike Pondsmith was an exception.
Might I suggest that you check out Underground from Mayfair Games? That showed more of the awareness that you find lacking in the Cyberpunk roleplaying games of the eighties.
So, they WERE from Boise! I KNEW IT!
DeleteAlthough I dropped out after third edition, Shadowrun is my second favorite game ever.
ReplyDeleteI agree, despite its rather heavy system, what really sells it is the "wide" setting.
It's the kind of game that it is easy to run and sell to players (if they can look over the apparently weird mix) because it has something for everyone.
You could run straight fantasy or cyberpunk, or even "cthuloid" horror games (my brother once ran an investigative game with little or no typical cyberpunk/fantasy themes, I had players who ended up running a magazine supporting Metahuman Rights) within the same campaign and it would all hold together without a fuss.
And Laubenstein's art was excellent
I learned about Shadowrun because B Daltons or Walden Books had a slick 16 page preview of Shadowrun lore that was free. It was all lore no rules printed as marketing materials.
ReplyDeleteWe picked one up and devoured it. Then obviously bought the game when it came out.
Similarly, I was first exposed to Shadowrun simply by seeing it on display on the shelf of a shopping mall bookstore, where the game's production values and aesthetic leaped out. It was a good era for WEG, GDW, and FASA's art departments. Shadowrun leaning into a unique--and, as James aptly says, weird--space as a mashup of cyberpunk and D&D tropes also helped it jump off the shelf.
DeleteI played a huge amount of Shadowrun from 1995 to 1998ish, probably more than anything else other than Call of Cthulhu. It did a great job of blending the various very different elements of the setting even if the specific rules implementations were a bit clunky and overcomplicated.
ReplyDeleteI haven't played it in a very long time but I'm still very fond of it.
Well, maybe Magic, dragons, and spirits don’t become obsolete; but I was alreasy tired of the basic tolkieneske races back when Shadowrun was launched, so you can imagine how I feel today: those tropes are totally burned.
ReplyDeleteI played the hell out of Cyberpunk but ignored Shadowrun. I guess something about the mixed genre turned me off? Having read this piece though, I feel like I’ve missed something.
ReplyDeleteI guess I should add Shadowrun to my stupidly long bucket list.
I've always felt that there's enough in cyberpunk that it can stand on its own. The addition of elves, orcs, dragons, magic was overkill and made a sleek, sexy, noir genre silly, cartoonish. So, yeah, I passed on Shadowrun in favor of a pure, modern cyberpunk game.
ReplyDeleteI'm honestly wondering here, as I am totally not familiar with the genre, but: is 'Blade Runner' considered to be cyberpunk ?
ReplyDeleteDefinitely
DeleteThanks. I think I might actually like a TTRPG in such a setting. Quite both a nice and at the same time different thing from the standard 'high-fantasy' world that seems to be the default setting for games like D&D 5e.
DeleteFree League produces an RPG adaptation of Blade Runner that has some interesting elements. It might be worth a look.
DeleteYes and no. The film itself is not a ‘Cyberpunk’ film and was not made or marketed as one. Plus, at the time, the term ‘Cyberpunk’ was little known outside of Science Fiction circles, having only been coined the year before Blade Runner was released. However, it is seen as a key visual text for the genre.
DeleteWilliam Gibson said of the film, “I went to see Blade Runner when I was a few chapters into Neuromancer and I actually fled the theatre virtually in tears because it looked so much like the inside of my head. I was convinced that it was going to be a huge hit and that everyone would think that my first novel was a homage.”
Here is my own review of Shadowrun:
Deletehttps://rlyehreviews.blogspot.com/2019/07/1989-shadowrun.html
@James Maliszewski : Thanks for mentioning that. I might indeed check it out (even if I'm not sure I can convince our current D&D 5e group to try it out.)
Delete@pookie : Thanks for the insight and quote.
My Shadowrun PC was attacked by an astral foe through his spell lock, eventually leading to unconsciousness & hospitalization. The GM later asked me "Why didn't you disconnect the spell lock?" I thought about and realized that it was because I hated the game so much that I wanted my character to die, so that I could stop playing it.
ReplyDeleteShadowrun ran into the same problem that many SF genres run into: the technology outpaces the fiction. Look at Gamma World - even the future tech of that setting looks quaint.
ReplyDeleteI think the attempts by modern Shadowrun to retcon the technology are a mistake thematically speaking. Deckers carrying 80s synthesizer sized computer decks that have to be plugged into a network after the Shadowrun team breaks in is just cooler than wireless decking.
DeleteI agree entirely. Cell phone deckers are lame. Give me the keytar cyberdeck any day of the week. :-)
DeleteAgreed, just as 50's style rockets and rayguns remains compelling despite being "obsolete" so does the future-80's neon and mirrorshades of cyberpunk. Trying to update the genre to keep up with actual technology is a pointless quest.
DeleteYup one of the big reasons I dropped out after 3rd edition too much trying to be "current" and catalyst has made it plain they don't want my money.
DeleteThe “It came from the bookshelf “ blog has a very thorough series of reviews of the shadowrun supplements if you want another take. They highlight both the positive and negative aspects of the sourcebooks written in another era.
ReplyDeleteI bought and read the 4th edition 20th anniversary version of the SR rules. I wanted very badly to tun it for my group and scratch it off my bucket list. I fell asleep multiple times. I sold it a few years ago when clearing out my bookshelf of shame.
I tried cyberpunk red a few years ago, and found that the rules still felt like something from the early 1990s. The Netflix series was pretty awesome, though. :-D
Another strength of Shadowrun's is its unusual mythology; plenty of games draw on a European background and there's no shortage of Asian mythology either, but Shadowrun chose to build around a Mesoamerican milieu, which gave it a very distinctive identity.
ReplyDeleteLoved Shadowrun and we played the heck out of 1E and 2E. Got away from it when I got away from a lot of RPGs (having left college and moved away from my RPG groups), but I've been getting some of the very well-supported 6E and I like it a lot. One of the things I think they've always done well in basically every edition is do a lot of things to keep the feel and shape of the world present for players and help immerse you in the core concepts of the world. It's been present from the jump with that classic Elmore piece from the cover (I picked up an 8 x 10 of it from Larry at a show years ago and it makes me smile every time) to what they've been doing today, with the short fiction they include in their books, the world building support, etc. Shadowrun has an identity. A weird, expansive and strange one, but as noted here: it has a clear identity. I think it's one of the reasons that it's kept coming back and maintained a devoted fan base.
ReplyDeleteIt's great, and I'm looking forward to playing a little at GenCon this year. I will say, I think Shadowrun lends itself very well to both an ongoing campaign and a one-shot.
...i bounced off shadowrun for a similar reason i earlier bounced off expedition to the barrier peaks and later bounced off starfinder: unless the setting is inherently gonzo, fantasy / sci-fi mashups tend to undermine the credibility of both genres in my mind and leave my suspension of disbelief scattered in pieces and parts all over the room...
ReplyDelete...curiously, mashups in which science-fantasy juxtaposition is baked into the premise from the start don't present that ill-effect upon me at all: pern, eberron, and numenéra all work well in my imagination...i guess a wild premise itself isn't my problem; i just need a consistent underlying cosmology to buy-in to whatever wild premise is being pitched my way...
It's hilarious you think numera has anything with even a passing resemblance to a consistent cosmology. Rifts from Palladium Books has a more consistent setting.
Delete...isn't it?..weirdly, though, it exemplifies one very subtle distinction which makes all the difference in how science-fantasy mash-ups trigger my suspension of disbelief, that of consistent plausibility...
Deletehttps://www.montecookgames.com/distinguishing-it-from-magic/
...there's a fantasy approach to a similar middle-ground which turns that premise on its head, drawing a hard line at real-world science even when its painstakingly-wrought magical cosmology and industrial might approach physics...
...i've found that some of the most compelling science-fantasy settings put a lampshade on that duality as a fundamental plot point...
I played the daylights out of 2nd, 3rd, and 4th edition Shadowrun. I first saw the book in my high school cafeteria where a friend had it out. The original descriptions (and line drawings) of the smartlink with its visible palm induction pad and the flare compensation cyberware got me hooked.
ReplyDeleteShadowrun does an outstanding job of filtering setting information into every part of the book. Later splatbooks had a whole cast of fictional characters offering their commentary from the peanut gallery on every page. These were written as if on an internet message board and were a big boost in terms of getting into the setting back in the day.
Although certain details of '80s cyberpunk haven't held up, I don't agree that the genre in general has aged badly. It seems more genuinely predictive than other sci-fi from the '80s, as far as I can see. We live in a world where people spend half their headspace in an online universe that's drowning in misinformation (mostly accessed by staring at their smartphones); oligarchs of unimaginable wealth wield power that often seems to dwarf or negate that of corrupt, ineffective or authoritarian governments; billions of dollars are being pumped into efforts to build a general AI; and environmental devastation continues apace. True, our world doesn't look like Blade Runner, and there aren't a lot of hero hackers jacking into the mainframes to save the day. But in many ways it feels pretty cyberpunk to me. Just not in a fun, cool way. But then cyberpunk always had a very strong edge of despair and cynicism baked into it, as a marked contrast to the essentially hopeful nature of your Star Trek-style futures where a post-scarcity world reaches out to explore the galaxy.
ReplyDelete