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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.
 
  
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In parallel with these magical developments, the setting's early 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 now 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''.
 
Megacorporations control the lives of their employees and command their own armies; the ten largest have extraterritoriality, such as now 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''.
  
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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.]</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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==Fictional universe==
 
==Fictional universe==
The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the twenty-first century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life.
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The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. Among other things, this split humankind into subtypes, also known as metatypes/metahumans. Some of these metatypes take the form of common fantasy races. Likewise, some animals have turned into familiar monsters of past fantasy and lore and both monsters and human magicians have regained magical powers. By the second half of the 21st century, in the time the game is set, these events are accepted as commonplace. Man, machine, and magic exist in a world where the amazing is among the most common and technology has entered into every facet of human (and metahuman) life.
  
 
===Races===
 
===Races===
Characters in ''Shadowrun'' can be humans, orks, trolls, elves, or dwarves, certain diverging subspecies (known as metavariants) such as gnomes, giants, minotaurs, etc. In the early days, when magic returned to the world, Humans began to either change into, or give birth to elf and dwarf infants, a phenomenon called Unexplained Genetic Expression (UGE). Later, some juvenile and adult humans "goblinized" into other races (mostly orks, but also some trolls). The term "metahuman" is used either to refer to humanity as a whole, including all races, or to refer specifically to nonhuman races, depending on context. With the return of Halley's Comet new human variants called "changelings" arose. Two of the metahuman races have fictional languages.
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Characters in ''Shadowrun'' can be humans, orks, trolls, elves, or dwarves, certain diverging subspecies (known as metavariants) such as gnomes, giants, minotaurs, etc. In the early days, when magic returned to the world, Humans began to either change into, or give birth to elf and dwarf infants, a phenomenon called Unexplained Genetic Expression (UGE). Later, some juvenile and adult humans "goblinized" into other races (mostly orks, but also some trolls). The term "metahuman" is used either to refer to humanity as a whole, including all races, or to refer specifically to non-human races, depending on context. With the return of Halley's Comet new human variants called "changelings" arose. Two of the metahuman races have fictional languages.
  
 
Additionally, a virus known as the Human Meta-Human Vampiric Virus (HMHVV), with many variant strains, has been known to cause further change, far beyond that of traditional vampirism, frequently resulting in fierce abominations that are no longer human and sometimes no longer even sentient: bandersnatches, banshees, dzoo-noo-quas, goblins, ghouls, nosferatus, vampires, Wendigos, wild Fomorians, and others. Most of these species do not consider human/metahuman types as more than victims, and should be treated as dangerous subjects. They are not normally available as player characters.
 
Additionally, a virus known as the Human Meta-Human Vampiric Virus (HMHVV), with many variant strains, has been known to cause further change, far beyond that of traditional vampirism, frequently resulting in fierce abominations that are no longer human and sometimes no longer even sentient: bandersnatches, banshees, dzoo-noo-quas, goblins, ghouls, nosferatus, vampires, Wendigos, wild Fomorians, and others. Most of these species do not consider human/metahuman types as more than victims, and should be treated as dangerous subjects. They are not normally available as player characters.
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===Game background===
 
===Game background===
  
The game is set 63 years in the future, following a great change that has returned magic to the world. The emergence of magic, the outbreak of the Virally Induced Toxic Allergy Syndrome plagues, the Computer Crash of 2029, the Euro-Wars, and the fevers for independence of Amerindian tribes, Chinese provinces, and everything else that came with the many struggles that ravaged Europe and Asia during their struggle left the world's governments tumbling and falling. The United States was broken into substates. Monetary value was lost. The world had to rebuild, and rebuild they did, this time in the image of the megacorporations that seized power. Taking advantage of the laws that had been passed years ago, and using their newfound freedom, the megacorps began impressing their power on the failing governments. Before long the world was transformed. Boundaries were redrawn, and the political landscape was changed forever.
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The game is set 63 years in the future, following a great change that has returned magic to the world. The emergence of magic, the outbreak of the Virally Induced Toxic Allergy Syndrome plagues, the Computer Crash of 2029, the Euro-Wars, and the fevers for independence of Amerindian tribes, Chinese provinces, and everything else that came with the many struggles that ravaged Europe and Asia during their struggle left the world's governments tumbling and falling. The United States was broken into substates. Monetary value was lost. The world had to rebuild, and rebuild they did, this time in the image of the Mega-Corporations that seized power. Taking advantage of the laws that had been passed years ago, and using their newfound freedom, the Mega-corps began impressing their power on the failing governments. Before long the world was transformed. Boundaries were redrawn, and the political landscape was changed forever.
  
 
===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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''Magicians'' are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic. These traditions include ''hermetic mages'', whose control of magic comes through study and manipulation of magical energy or ''mana'', and who summon and bind elementals in lengthy and expensive rituals to be called on later; and ''shamans'', whose magic derives from a connection to nature via a ''totem spirit'', and who can summon the nature spirits associated with a particular place.
 
''Magicians'' are able to cast spells, summon spirits, and create magical artifacts called "foci". All magicians follow traditions that determine their understanding of magic. These traditions include ''hermetic mages'', whose control of magic comes through study and manipulation of magical energy or ''mana'', and who summon and bind elementals in lengthy and expensive rituals to be called on later; and ''shamans'', whose magic derives from a connection to nature via a ''totem spirit'', and who can summon the nature spirits associated with a particular place.
  
''Adepts'' use magic internally in order to accentuate their natural physical abilities. Adepts can run on walls, use mundane objects as deadly thrown projectiles, shatter hard objects with a single unarmed blow, and perform similar feats of incredible ability. All adepts follow a very personal path (Path of the Warrior, Path of the Artist, etc.). This path normally determines their abilities which might be very different for any two adepts: while one might demonstrate increased reflexes and facility with firearms, a second might possess unparalleled mastery of the ''katana'', and a third might be able to pull off incredible vehicular stunts.
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''Adepts'' use magic internally in order to accentuate their natural physical abilities. Adepts can run on walls, use mundane objects as deadly thrown projectiles, shatter hard objects with a single unarmed blow, and perform similar feats of incredible ability. All adepts follow a very personal path (Path of the Warrior, Path of the Artist, etc.). This path normally determines their abilities which might be very different for any two adepts: while one might demonstrate increased reflexes and facility with firearms, a second might possess unparalleled mastery of the katana, and a third might be able to pull off incredible vehicular stunts.
  
 
''Mystic adepts'', also known as physical mages, are part magician and part adept. They distribute their magic power between the abilities of both aspects.
 
''Mystic adepts'', also known as physical mages, are part magician and part adept. They distribute their magic power between the abilities of both aspects.
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''Shadowrun'' is linked to ''[[w:Earthdawn|Earthdawn]]'', and is set in the "Sixth World", where ''Earthdawn'' is the "Fourth World" and modern-day Earth is at the tail end of the ''Fifth World''. Such links are not necessary for play, but they allow crossover potential.
 
''Shadowrun'' is linked to ''[[w:Earthdawn|Earthdawn]]'', and is set in the "Sixth World", where ''Earthdawn'' is the "Fourth World" and modern-day Earth is at the tail end of the ''Fifth World''. Such links are not necessary for play, but they allow crossover potential.
  
The concept of the "Worlds" is directly linked to the ancient Aztec belief that the world is renewed every five thousand years—a period called a "Sun" (currently we live in the fifth Sun). The date of the beginning of the "Sixth World" is based on the ancient Mayan calendar which will finish an approximately five-thousand-year period in December 2012, although Shadowrun puts the date in December 2011.  The understanding of the Maya that resulted in the use of the Dec. 24th 2011 date and the use of the "worlds" concept is due to the influence of Frank Waters's book ''Mexico Mystique: The Coming Sixth World of Consciousness'' (1975), whose elaborate cosmology is selectively utilized in the framework of the Shadowrun universe.  Waters took his information about the date of the end of the Mayan Long Count calendar from an early printing of Michael Coe's ''The Maya'' (1966).
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The concept of the "Worlds" is directly linked to the ancient Aztec belief that the world is renewed every five thousand years—a period called a "Sun" (currently we live in the fifth Sun). The date of the beginning of the "Sixth World" is based on the ancient Mayan calendar which will finish an approximately five thousand year long period in December 2012, although Shadowrun puts the date in December 2011.  The understanding of the Maya that resulted in the use of the Dec. 24th 2011 date and the use of the "worlds" concept is due to the influence of Frank Waters's book ''Mexico Mystique: The Coming Sixth World of Consciousness'' (1975), whose elaborate cosmology is selectively utilized in the framework of the Shadowrun universe.  Waters took his information about the date of the end of the Mayan Long Count calendar from an early printing of Michael Coe's ''The Maya'' (1966).
  
 
''Shadowrun'' is influenced by the writings of William Gibson (particularly ''Neuromancer''), who reacted as follows to its release.
 
''Shadowrun'' is influenced by the writings of William Gibson (particularly ''Neuromancer''), who reacted as follows to its release.
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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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===Video games===
 
===Video games===
Four video games have been developed based on the ''Shadowrun'' franchise; the first in 1993 was an action RPG titled ''Shadowrun'' developed by Australian software company [[Beam Software]] (now Melbourne House) for the SNES console. The second also titled ''Shadowrun'', was for the Mega Drive in 1994 developed by US company BlueSky Software. The third game was an interactive fiction adventure game developed by Japanese company Group SNE in 1996 for the Sega CD console, again titled ''[[Shadowrun (Mega CD)|Shadowrun]]''. A fourth game for the [[Personal computer|PC]], titled ''Shadowrun: Assassin'', was to be released in 1998 by US company [[FASA Interactive]]. However, the game was canceled.<ref>Nightmare and Kurt Kalata. [http://www.hardcoregaming101.net ''"Hardcore Gaming 101: Shadowrun"''.]</ref>
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Four video games have been developed based on the ''Shadowrun'' franchise; the first in 1993 was an action RPG titled ''Shadowrun'' developed by Australian software company [[Beam Software]] (now Melbourne House) for the SNES console. The second also titled ''Shadowrun'', was for the Mega Drive in 1994 developed by US company BlueSky Software. The third game was an interactive fiction adventure game developed by Japanese company Group SNE in 1996 for the Sega CD console, again titled ''[[Shadowrun (Mega CD)|Shadowrun]]''. A fourth game for the [[Personal computer|PC]], titled ''Shadowrun: Assassin'', was to be released in 1998 by US company [[FASA Interactive]]. However, the game was cancelled.<ref>Nightmare and Kurt Kalata. [http://www.hardcoregaming101.net ''"Hardcore Gaming 101: Shadowrun"''.]</ref>
  
 
The fourth and latest game released is a first-person shooter for the Xbox 360 and Windows Vista and is titled ''Shadowrun''. It was developed by FASA Interactive, owned by Microsoft Corporation, which also produced the title. This latest title is the very first game that allows cross-platform play between Xbox 360 and Windows Vista users on the Live for Windows service. Despite sharing the same name as the RPG, the video game has sizable differences from it; as the publishers of the ''Shadowrun'' role-playing game stated at the time of the video game's release: "Microsoft rewrote the timeline and setting for this game, so it is not in continuity with the tabletop RPG. It may be more accurately described as a game loosely based on ''Shadowrun''."
 
The fourth and latest game released is a first-person shooter for the Xbox 360 and Windows Vista and is titled ''Shadowrun''. It was developed by FASA Interactive, owned by Microsoft Corporation, which also produced the title. This latest title is the very first game that allows cross-platform play between Xbox 360 and Windows Vista users on the Live for Windows service. Despite sharing the same name as the RPG, the video game has sizable differences from it; as the publishers of the ''Shadowrun'' role-playing game stated at the time of the video game's release: "Microsoft rewrote the timeline and setting for this game, so it is not in continuity with the tabletop RPG. It may be more accurately described as a game loosely based on ''Shadowrun''."
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===Machinima===
 
===Machinima===
Rooster Teeth Productions produced a machinima miniseries in 2007 titled ''1-800-Magic'', using the Xbox 360 ''Shadowrun'' game.
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Rooster Teeth Productions produced a machinima mini-series in 2007 titled ''1-800-Magic'', using the Xbox 360 ''Shadowrun'' game.
  
 
==See also==
 
==See also==
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[[Category:Battletech Media Franchise]]
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[[Category: Miscellaneous]]

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