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New Editions of Two Popular Role-Playing Games

by Gregory Fisher on December 22, 2008

Earlier this week I presented a list if the new Dungeons and Dragons Role Playing Game 4th ed. Now I wanted to look at the new editions of two other role-playing games: Star Wars and Shadowrun.

Star Wars Role Playing Game
Using the Saga System the Star Wars Role Playing Game attempts to take the magic and kinetic frenzy of a Star Wars movie and put it in a game you can play at home with your friends. It’s designed so that you can play in any epoch from the movies, the books and even the comic books. An entire universe in a galaxy far, far away is now open to you.

Star Wars Roleplaying Game Core Rulebook, Saga Edition by Stephens, Owen K.C. and Thompson, Rodney
This is the revised core rule book using the new Saga system. (For players and GMs)

Star Wars Gamemaster Screen
Hide you story plans and dice rolls with this colorful shield. (For GMs only)

Star Wars Roleplaying Game Accessories

Star Wars: Threats of the Galaxy by Thompson, Rodney; Cagle, Eric; Astleford, Gary; Schwalb, Robert J.; Snead, John and Stutzman, Patrick
This book gives you scores of already created bad guys to drop into your campaign and use against your players. (For GMs only)

Star Wars Roleplaying Game Supplements

Star Wars Galaxy Tiles: A Star Wars Supplement by The Miniatures Team
These tiles are an easy-to-use and inexpensive way to include great-looking terrain in your game. (For GMs only)

Star Wars: Scum and Villainy by The Wizards RPG Team
Do you have what it takes to be a criminal? How about a thief with a heart of gold? This supplement gives you all the rules you need to build a criminal empire or follow in the footsteps of Han Solo. (for players and GMs)

Star Wars: Starships of the Galaxy by Stephens, Owen K.C. and Thompson, Rodney
Advanced rules for space battle, new ship designs from the Star Wars movies and books as well as new types of characters to meet. (For players and GMs)

Star Wars Roleplaying Game Campaigns

Force Unleashed Campaign Guide (Star Wars) by Hershey, Sterling; Stephens, Owen K.C.; Thompson, Rodney and Schweighofer, Peter
This resource guide gives you all the information to set you game in the period between Star Wars Episode III: Revenge of the Sith and Star Wars Episode IV: A New Hope when the Jedi are being hunted and killed and a new rebellion is coming together to stop the consolidation of the Empire. (For GMs only)

Knights of the Old Republic Campaign Guide by Thompson, Rodney; Hershey, Sterling; Pena, Abel G. and Miller, John Jackson
4000 years ago before the Star Wars movies, Jedi Knights and Sith Lords clashed in galactic conflict. Now you can be apart of the fantastic history of the Old Republic. (For GMs only)

Shadowrun
The world of Shadowrun is a melding of the cyberpunk and fantasy genres and surprisingly it actually works. The world began to change in 2050 — magic returned to the world and some humans were transformed into elves, dwarves, orcs and trolls — which appear to be different expressions of humanity. People began to learn to use magic while others jacked themselves into the matrix to work for corporations or work against them. Others replaced parts of their body to become superior killers or thieves. It is now 2070 — you are a criminal running against the evil megacorps in search of that big score that could set you up for life or get you killed.

Shadowrun 4th Edition by Catalyst Game Labs
This handbook is for both the player and the GM. Everything you need to play the game is here except the dice. This game requires only 6-sided-dice but you should have a lot of them 10-20 of them would be comfortably enough but you can get by on less. (For players and GM)

Shadowrun Runners Companion (Shadowrun Core Character Rulebooks) by Catalyst Game Labs
This is a handbook of optional runs to enhance Shadowrun gaming. Although players can dip in here too, they need to check with their GM to see if the options presented will be allowed in the game. (For players and GM)

Shadowrun: Street Magic by FanPro
This book covers the various traditions of magic and the known spells employed by Shadowrunners and the megacorps. (For players and GM)

Shadowrun Augmentation by Catalyst Game Labs
This book covers the field of body augmentation through cyberware and the new bioware. Give your character the edge in survival but be careful — too much augmentation leads to insanity or worse. (For players and GM)

Shadowrun Arsenal by Catalyst Game Labs
Boys and girls and their toys . . . and what a lot of toys there are. Guns, gear, drones, cars, tanks, spyware and other assorted toys make up this book guaranteed to make even jaded ‘runners drool. (For players and GM)

Shadowrun Unwired by Catalyst Game Labs
This is the book of the matrix. Everything a hacker or a technomancer needs to know to run the matrix and score the big dataload — but be careful, black ICE and insane A.I. roam the matrix as well and a nanosecond hesitation could mean the difference between survival and fried brains. (For players and GM)

Shadowrun Core Settings

Shadowrun Corporate Enclaves by Harding, Jennifer
Los Angeles and Neo-Tokyo — two cities which serve as headquarters for several powerful megacorps. And where there are megacorps . . . there are shadowrunners. (For GMs only)

Shadowrun Adventures

Shadowrun Emergence by Catalyst Game Labs
It is 2070. The Matrix crash of 2064 is history — but the long-range ramification of that crash are beginning to emerge in this series of adventures that can change the shape of your Shadowrun campaign forever. (For GMs only)

Popularity: 40% [?]

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