Shadowrun 6th Edition Review

This Shadowrun 6th edition review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.


My Review – 81 / 100

Shadowrun 6th Edition Review

Shadowrun is a game set in a distant future. It’s a dark and gritty world where hackers, organized crime, tech and cyborg parts dealers, and thugs abound. It’s a world where corporations/ government have near-absolute control.


Shadowrun is the cyberpunk genre at its best. Play as a cyborg samurai, a sniper, a tech wizard, and more. Think something that shares similarities with a setting like “Ghost in the Shell” and you have a good idea what the game’s about. The biggest difference is that there are true magic-users in Shadowrun, in addition to “tech wizards.”

Shadowrun Uniqueness: (9/10)

Shadowrun’s game mechanics are unique, and the setting is very unique.


Skill checks are resolved by rolling a pool of 6-sided dice equal to your character’s skill value, plus attribute score relevant to what you’re trying to accomplish. You always succeed by rolling 5’s or 6’s on your dice, and you have a limit to how many “successes” you can count according to the limits for that action (ex: weapons only allow you to have so many “successes” from a roll, depending on the weapon’s quality). Get enough “successes,” and your skill check passes.


If you roll half of your total dice as 1’s, a “Glitch” occurs, which throws in additional challenges and problems.


I like that Shadowrun keeps things simple with the target numbers you want to roll for your dice. Since you only ever have to roll 5’s and 6’s, it’s easy to remember.


I also like that unlike other TTRPGs that use a similar system of checking results, Shadowrun doesn’t require you to buy special dice to play.

When it comes down to it, Shadowrun lets you roll lots of dice (very fun), yet still resolve outcomes very quickly. Most games that roll a lot of dice typically take a long time to see what actually happens as a result of the roll.


Ease of Learning Shadowrun 6th Edition: (8/10)

Math in Shadowrun is pretty easy. Since you aim for “hits” with your dice rolls (5’s and 6’s) instead of adding every dice roll together, the game is inherently easier than those that require more math.


Overall, Shadowrun’s a pretty straightforward game for people who are used to tabletop gaming. However, it’s still not super easy for someone new to the genre, as character building takes quite a bit of time and intentionality. Similar to games like DnD 5th Edition, you’re probably looking at 45 minutes or more to make your character.


One thing that threw me off a bit when I first played Shadowrun 6th Edition is that there are characters who excel physically, technologically, and magically. It’s almost like there are three worlds all with their own rules, that converge.


These different “worlds,” or aspects of play don’t make the game more difficult or anything – it’s just another unique element that is relevant to learning the game.


Shadowrun 6th Edition Presentation: (8/10)

Shadowrun’s core rulebook is well-organized and conveys its messages with a great deal of clarity. There is some artwork mixed in with the text, which is a great addition. Even the font styles chosen for the rulebook brings you, as the reader, into the kind of cyberpunk world the game designers have created.


Overall, the rulebook is thoughtfully laid out and enjoyable to read and reference.


Shadowrun Lore: (10/10)

Shadowrun lore is very interesting. It’s not something you need to read in order to play the game. But it does give you plenty of material to work for creating your own story in the game’s universe.


The times I’ve played Shadowrun (I always gamed as a player for Shadowrun sessions, not as a game master), our group never used much of the official lore. But even though our game master created her own setting, the classes, items, skills, and really everything else to do with your character are all firmly rooted in the Shadowrun setting. So, while gaming, we still got to experience a large part of the Shadowrun lore, by default.


There are parts of the Shadowrun lore that I like better than others (personally, I think the magical aspects are a bit out of place with the rest of the setting). And there are parts of the lore that are almost too real (mega corporations taking over all aspects of life… yikes! Gives me some serious “Ready Player One” vibes).


But I have to say that the lore is top-notch and provides an endless world in which to explore.


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Combat in Shadowrun: (7/10)

When I think about categorizing Shadowrun combat, what comes to mind is three separate pieces: physical, magic, and technology (as mentioned above).


If you have characters in your gaming group with a variety of classes, it’s not uncommon for unique fights to break out on at each of those three “levels.” As in, fighters slash with swords and fire guns. Wizards fight in the magic realm. Those who can hack and manipulate technology combat in cyberspace. It’s a cool concept.


From my experience though, the three spaces don’t really intermix very well. What ends up happening is that each character in your party ends up fighting their own individual battle at their own “level” of space and competency. Because everyone’s separated, it doesn’t really feel like you’re a team working together. To me, it feels like you’re three individuals fighting on your own.


It’s a little hard for me to conceptualize battles in Shadowrun, I think is what it comes down to. While the cyborg samurai is running around slashing people with his ultra katana, the technomancer is physically standing in place, combating in the “virtual” world. Honestly, it does kind of make sense, it’s just a bit jarring for me to visualize.


One thing I do like though about battles in Shadowrun is that having high initiative in a battle allows you to take actions with your character multiple times in a single turn. It’s a much more dramatic method of initiative tracking than simple turn-taking.


Game “Flow”: (7/10)

Getting into the flow of a gaming session from a perspective of Shadowrun’s lore is very easy. Every part of your character and the “missions” you undertake are firmly rooted in the game world.


However, the game’s rules are not always smooth, and don’t always keep things moving quickly. Determining damage from weapons is not simple, for example, as you have to mitigate armor, then a number of other small steps.


I find that game mechanics often get in the way of the game’s storytelling. Oftentimes, tabletop RPGs try to “realistically” resolve relatively unimportant details (when it comes to the story – what people actually care about), resulting in play taking much longer than it really needs to.


Unfortunately, Shadowrun has a little bit of that unnecessary resolution stuff going on – not a ton, but a little bit.


Shadowrun 6th Edition Artwork: (8/10)

Shadowrun’s art features a dark and edgy style that’s very unique and high quality. Run a search for any Shadowrun artwork (official or fan-made) and you’ll immediately get a strong sense for the gaming world.


Additionally, the artwork is a help when it comes to inspiration for game sessions, so it definitely has its own utility.


Ease of Purchase: (6/10)

Oddly, Shadowrun’s website is not extremely easy to navigate, nor is it easy to purchase Shadowrun on the website. I tend to favor games that practically put the book I’m looking for in the online cart for me. It’s just nice when I’m purchasing something for fun when the experience is very smooth and easy.


Shadowrun can be found on Amazon, but even there it’s not clear which book you should purchase to start playing (unless you’re already familiar with Shadowrun 6th Edition, and the supplemental books you want to purchase).


The game’s famous enough that you can find this information elsewhere, online, but that still doesn’t make it a wonderful user experience.


Price & How Many Books Do You Need to Play: (10/10)

You only need one book to play that goes for $20 as a PDF. That’s about as good of a price as you’ll find for any game, anywhere. Hardcover versions of the game can also be purchased for about $50 which isn’t bad at all, either.


If you’re new to Shadowrun, it’s relatively inexpensive to give the game a shot.


Fame & Availability of Supplemental Material: (8/10)

Shadowrun is pretty famous among hardcore tabletop gamers, but not among casual players. If you do get into the game and get a group going, there is all kinds of fan content and supplemental material available to help you create or otherwise run a campaign.


Overall, if you find people who are interested in the sound of Shadowrun’s lore, you should have an easy time setting up an RPG campaign.


Shadowrun is Produced By:

Catalyst Game Labs


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Critical Role Campaign 4, Episode 1 summary. A blindfolded, green-skinned humanoid with a castle-topped head, and gold logo.
By Jacob Tegtman November 5, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6-EVzgJ_nSs Transcription It’s been a while, but welcome back to Eternity TTRPG. I’ve had a bit of a hiatus, but back to bringing you awesome news in the D&D space – this time, with quick summaries of the Critical Role 4 campaign thus far.  Whether you’re a fan of Critical Role, or you’ve heard about it and you’re curious on what it’s all about, these summaries will be in the range of 5-10min, so you can hear what’s happening without the full time commitment of watching an episode. Additionally, stick around to the end, because I’m also pulling out a few tips from the Critical Role campaign — storytelling tricks, DM inspiration, and roleplaying ideas you can borrow for your upcoming game night to get the most magic from your adventures. So with that, today we jump into Episode 1 — The Fall of Thjazi Fang. The campaign opens in Dol-Makjar ( doll mak-JAR), in the land of Kahad [ KAH-had] (in the world of Aramán [AH-rah-man]). Thjazi Fang , a war hero of the Falconer’s Rebellion and former mercenary with the Torn Banner, is scheduled for execution by the Chamber of the Lords-Advisory. Arcane Marshal Azune Nayar (Ah-ZOO-nay NAY-ar) — once a comrade — inspects him for magical glyphs. He uncovers one on Thjazi’s back and secretly passes a message of hope. As Thjazi is led to the gallows, he speaks telepathically with his brother Halandil ( ha-LAN-dil) Fang “Hal” Fang , who is in the crowd. Thjazi sees something ominous in the sky, urgently tells Hal to “help Murray at the Penteveral, paint is waiting for Bolaire, tell Thimble not to be afraid,” and defiantly proclaims the coming fall of false authority — then is hanged. The crowd reacts with grief, shock, and political tension. After the execution, Hal readies a farramh (FAH-rahm) — an orcish custom for viewing the body — at his home, with his daughter Shadia ( SHAH-dee-uh), members of his theater troupe, and guests. Thaisha Lloy ( THAY-sha Loy), an orc druid, and Occtis Tachonis ( OK-tis ta-KO-nis), a human necromancer student, arrive early. Both had ties to the rescue attempt of Thjazi. Thaisha is ex-partner to Hal; they share a daughter Shadia and a son Alogar. Occtis is investigating his role in the failed plan to save Thjazi. Azune brings Thjazi’s body to the wake. Teor Pridesire (TEE-or pry-de-SEER) and Commander Loza Blade (former Torn Banner) honor Thjazi’s memory. Loza reminisces about Thjazi’s rise from common birth to rebellion. Wicander ( wi-KAN-dur HAL-o-var ) “Wick” Halovar and Aspirant Tyranny (uh-SPY-rant TYR-uh-nee) arrive as emissaries of House Halovar. Wick, a cleric devoted to the Candescent Creed ( kan-DES-sent kreed), brings Thjazi’s scimitar and laments that he couldn’t prevent the execution. Wick reveals he pleaded with his grandmother, Photarch Yanessa Halovar , to spare Thjazi — but was rebuffed. Tyranny, a demon in service to House Halovar, drinks at the funeral, teasing Wick, testing boundaries. Thaisha drunkenly explains that she and Hal fell in love in their youth, but she felt a pull toward the wider world beyond their small circle. Azune and Occtis piece together how the rescue chain broke. They head out to find Thimble , a fairy rogue and Thjazi’s close friend. In Thjazi’s apartment, ransacked, they find Thimble near death. Her memories flash back to Faerie, and she recalls the glyph she was supposed to deliver was interrupted. Kattigan Vale , a drunken ranger who recognizes Teor and Azune, joins them. He uses Clues to determine that 7 masked assailants entered, 3 were killed, crow feathers left behind, and the Stone of Nightsong was stolen from Thjazi’s safehouse. Thimble confirms: thieves attacked her as she tried to deliver the glyph. The wrong glyph was detected by Azune. The Stone of Nightsong is missing — someone betrayed Thjazi. Back at the wake / gathering place (the Rookery): Bolaire Lathalia , a warlock / curator, arrives to support Hal. Aranessa Royce ( uh-RAH-nes-sa ROYS), Thjazi’s grieving widow, enters with Sir Julien Davinos ( sir joo-LYEN duh-VEE-nos), the man who brought Thjazi to justice and perhaps bore much resentment. Julien taunts Thjazi’s memory, spits on his corpse, and clashes with Thaisha. Murray Mag’Nesson (dwarven wizard of the Penteveral) arrives, triggering a moment of distraction. Thaisha senses a shadow following Julien — the superstition of protection is broken; something dark has latched onto him. Wick chastises Tyranny for her drunken antics, but also gives Hal Thjazi’s scimitar. As night falls, Vaelus , an elven paladin (800 years old) and devotee of the dead goddess Sylandri, arrives. She demands the return of her property — the Stone of Nightsong, stating that Thjazi stole it. It’s revealed that the Stone was made by Sylandri to guide elven spirits through the underworld. Without it, the journey may be blocked. In an eerie moment, the silver box containing broken ceramic tiles flies open, forming a mask bearing uncanny resemblance to Bolaire’s face. Vaelus demands Thimble’s whereabouts. The implication: Julien or someone close to him is connected. The first episode ends with tension in the air: multiple factions now want the Stone, the betrayal is active, and the cast is drawn together by grief, mystery, and political intrigue. We’re left with a firm reminder of the world’s lore: the Shapers (gods) were killed 70 years ago, magic is unstable, and the Sundered Houses (Royce, Halovar, Tachonis [ta-KO-nis], Einfasen [INE-fa-sen], Cormoray) wield enormous power. The stakes are clear: retrieve the Stone. Unravel the betrayal. Discover who killed Thjazi — and why. “So what can we learn from The Fall of Thjazi Fang? First — start big. That opening execution isn’t just drama; it’s a crisis that instantly ties every character together. You don’t need a warm-up quest — drop your players into the fallout and let them claw their way through. Second — make it personal. Every hero at the table had a history with Thjazi. That’s why it hits so hard. When your next campaign begins, link each PC to the same event — a death, a secret, a shared failure. And finally — let failure stand. The rescue didn’t work, and that makes the story matter. When you let plans fall apart, the next victory your players earn will feel legendary. D&D heroes don’t always have to succeed. In fact, in many cases, the best stories come from failure or setbacks that shape the events to come. If you adopt just one thing for your next session, I’d say: start with a crisis tied to your players, and let every character have skin in the game from the first moment. If you’re feeling up to it though, combine that with selective reveals, emotional stakes, and the room to fail, and you’re halfway to a compelling campaign. And there you have it — a full dive into Episode 1 of Campaign 4: the execution, the betrayal, the stolen artifact, and the gathering storm. If you like this kind of breakdown, drop a comment with your favorite moment from Episode 1, or your take on how the Crow Keepers or Julien might be involved. Next time, we’ll recap Episode 2 — Broken Wing — and pull more DM and roleplaying lessons from it. Until then — let your dice fly, and may your stories be legendary.
D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
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