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.

Woman in armor, mohawk, tattoos, and spiky gauntlets.
By Jacob Tegtman November 18, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6BYfKn3_nXc Transcription What if I told you that Dark Sun , the brutal, sun-scorched D&D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.  First, some context. Dark Sun is one of D&D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power — it devours life . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells. Historically, Dark Sun has also leaned heavily into psionics , making it very distinct among D&D worlds. Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called “Apocalyptic Subclasses” , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming. To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy. 1.Circle of Preservation Druid These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left. Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains. Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it. 2. Gladiator Fighter A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles. Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair. In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels. 3. Defiled Sorcery (Sorcerer) Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic. The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive. 4. Sorcerer-King Patron (Warlock) Warlocks who’ve made a pact with a Sorcerer-King — those tyrannical, magically powerful rulers of Athas. The patron imbues them with fear, command, and the oppressive power of their masters. This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny. To be clear with all of this Dark Sun speculation though, nothing is confirmed by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook. Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E. Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways. As a DM: Consider running a campaign set in a Dark Sun–inspired wasteland , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more. Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels. As a Player: If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe. Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay. Just remember with all of this though because it's not final : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking. So yeah — these four apocalyptic subclasses are awesome, and they are giving major Dark Sun vibes . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some very cool possibilities . Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
D&D: Forgotten Realms book cover with heroes. Characters in action with blue energy, forest background, and pre-order text.
By Jacob Tegtman November 14, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=rpPgFjr-hhg Transcription Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn. It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms. First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&D rules. What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn. In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend. Why is this book a big deal? Here are three reasons:  1. Expanded Player Options — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization. 2. Setting Integration — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story. 3. Innovation: Circle Magic & Group Play — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole. So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor. Let’s dig into the contents (and I’ll highlight the ones I’m most excited about): The 8 new subclasses are: College of the Moon (Bard), Knowledge Domain (Cleric), Banneret (Fighter), Oath of the Noble Genies (Paladin), Winter Walker (Ranger), Scion of the Three (Rogue), Spellfire (Sorcerer), and Bladesinger (Wizard) There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn. There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards. Now for Highlights that I’m particularly keen on trying, myself: The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like Elemental Smite which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away. The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast. Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing. If you pick up Heroes of Faerûn, here are some tips for how to get the most from it: Talk to your DM early. Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group. Pick a region + faction combo. Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks. Use the new subclasses to complement the setting. If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger. Be proactive with story. Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture. Don’t let the feast of options overwhelm. With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once. So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&D news and breakdowns. In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo Transcription Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.  Welcome back to Eternity TTRPG , your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond. Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond. It’s set in classic Forgotten Realms territory: the chilly reaches of Damara , where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland. The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform. But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before. That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn , a book we still know surprisingly little about.” Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools. Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools. Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work. If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures. So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn. So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night? Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like , subscribe , and ring that bell so you don’t miss our next dive into the world of tabletop chaos.
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