Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

PaizoCon 2013!
Search

Links
Shop
Recent Reviews

New Paths #1: The Expanded Spell-less Ranger (PFRPG) PDF
***** by judas 147

A21: Snow White, Part Two (PFRPG) PDF
***** by Megan Robertson

Pathfinder Pawns: Skull & Shackles Adventure Path Pawn Collection
****( ) by judas 147

Amazing Races: Grippli! (PFRPG) PDF
****( ) by Golden-Esque

Pathfinder Miniatures: The Scarecrow, Flesh Golem
***** by William Sinclair

Upcoming Products
Shadowrun—Boardroom Backstabs #3: The Battle of Manhattan
Shadowrun—Malevolent Ends #1: Hunt the Black Lodge
Shadowrun: Character/NPC Reference Sheets
Shadowrun—Malevolent Ends #2: Scalpel's Edge
Shadowrun: Ballots of Bullets
Catalyst / Shadowrun / Roleplaying Games / 4th Edition
RSS RSS Facebook Twitter Email

PSICT26206

Shadowrun: War!
**½( )( ) (based on 2 ratings)

5x5
List Price: $29.99
Our Price: $26.99
Add to Cart
Facebook Twitter Email
5x5 5x5

The diplomats have failed. The tensions have only grown worse. Each side has pushed the other too far, so there's nothing left to do but fight. At the border of Aztlan and Amazonia, war has broken out. The streets of Bogotá are being pummeled, mercenaries are being hired and killed in approximately equal numbers, and blood is being spilled in dark rooms to give strength to mages on the battlefield. Most importantly, runners are being hired by the score.

War! puts Shadowrun players into the world of open combat. From sabotage missions behind enemy lines to intelligence operations to small-squad mercenary tactics, War! provides the background information, gear, and rules players need to plunge into the chaos of battle.

War! is for use with Shadowrun, Twentieth Anniversary Edition.

Product Availability
Usually ships from our warehouse in 4 to 11 business days.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.


PSICT26206


See Also:


Product Reviews (2)



Average product rating: **½( )( ) (based on 2 ratings)


****( )

Good sourcebook.


Okay, picked up the PDF and have been reading it.

So far I am working on about 4 stars for the source book.

Many of the complaints mentioned in the first review, I just did not find. Also a lot of the complaints were about internal issues with the company, which may or may not be true, but regardless have no bearing on the product itself.

I have been playing Shadowrun since its debut in 1989, bought it and ran it opening weekend. I know my shadows.

The PDF is 186 pages long.

The book opens with the usual Table of Contents.

Facts at your Fingertips runs from page 5 to 12. It covers the usual Shadowrun information you expect for a setting, in this case, Bogota. Things like weather, getting in, communications, the law, and legal and black markets are covered.

Bogota History is the next chapter and runs from page 13 to 31. It covers things like how Bogota got involved in the war, and is especially useful for providing background for the region and why there is a war.

Bogota Culture is next and runs from pages 32 to 51. This is where we finally start to see some real local flavor. This is what makes Bogota different from Seattle, from Denver, from London.

The next chapter is Mercenaries and runs from page 51 to 65. We are introduced to four merc companies, and then five local interests.

Next we have a chapter called War, which runs from page 65 to 95. Motivations, tactics, rumors are explored. The battlegrounds are covered in more detail and some factions are explored.

Next we have Bogota Neighborhoods from page 96 to 114. Basic descriptions of the areas.

Then we get to Global Hotspots, from page 115 to 126. General overviews are given to other dangerous areas around the world with information on Marienbad Council, Free Republic of Poland, Somalia, Nepal, and Albuquerque. I would have liked more info here.

Lastly we have Game Information from pages 127 to the end. This chapter covers warfare in the shadows, running a military or merc campaign, battlefield skills, rules of engagement covers special rules from mass combat and specialized military weapons such as mines, how to work with people in the field, and of course then we have gear, with stuff ranging from melee and firearms to software, chemical weapons, biodrones, military vehicles and naval vessels. The last sections of the chapter cover military magic and finally ends with a compilation of useful tables.

Tone of voice is what you would expect from other Shadowrun sourcebooks. I never really had any problem with the tone, other than it was presented in the same style as all other sourcebooks (which is getting old in my opinion). These books kind of all run together eventually. I feel like I could have substituted Seattle, Denver, London, or whatever, added the spanish flavor and a war and I would have had this book.

Given a name like War! I had high expectations for this sourcebook. Those expectations were not met, but it did a fine job in presenting the information and the background info was a lot of fun to read.

How could it have been better? I think if they had had a veteran of Iraq and Afghanistan write the book we would have had a real groundbreaking sourcebook. Someone who has seen real urban combat could have presented the material in more than a 3rd person relating what they have seen on tv sense of feeling.

All in all, not bad. Necessary material is presented. I think they need to break away from the format they have used for 21 years and give players and GMs something new.



*( )( )( )( )

Oh my God


OK, when reviewing War! it is tempting to fly into a rage constantly at the conflicts it has throughout with established Shadowrun material. Shadowrun has 21 years of books written for it and it has a well established storyline. The fourth edition of the game was pretty well received and is now fairly "mature" having all the basic rulebooks produced. So you might think that new books could be produced procedurally from the material they already have.

But the company is in the middle of some huge financial problems and failed to live up to a bunch of contracts. The vast majority of their writing staff walked out earlier this year. This book is written primarily by new people who have admitted in public that they don't know Shadowrun's history or rules. So getting upset that stuff in War! does not fit with established Shadowrun canon is a waste of time. It's a new developer, it's a new writing staff, and the company's license to produce Shadowrun material is currently stuck on a six month renewal cycle, so they have to bring out product. For a review, we should consider this to be "similar" to Shadowrun from the standpoint of both rules and fluff.

Unfortunately, even within that context the book does not present itself well. Editing is atrocious, with major typographical or structural errors on every page. Editorial voice is nonexistent, with the book speaking to you as if you were a character in-world reading a forum post and then breaking character and speaking to the game master preparing an adventure within a single paragraph. Characterization is at best schizophrenic, with characters speaking as if they were totally different people with totally different viewpoints even within the same page. Language use is shockingly poor for a company that at least until recently had native German and Spanish speakers on staff, with the use of both languages being inconsistent and often cringe-worthy. Development is not to a particularly high standard, even for it being a "first effort" for the new developer and staff.

The book War! is mostly about a war between two countries in the Shadowrun world: Amazonia and Aztlan. That is very key information that you will need before you pick up the book because the book does not have an introduction and starts talking to you about the demographics of the city of Bogotá. It is revealed much later that this city is on the front lines of the war that is being talked about in much of the book, but you could really be reading for some time before you get even a tenuous grasp of why you are supposed to care about Bogotá's population or weather.

All told, the book spends 6 chapters and 115 pages devoted to Bogotá and the war between Amazonia and Aztlan. However, having read the whole book I am unable to tell you what the war is about, where it is being fought, what it is being fought with, what it is being fought over, or what objectives either side has. There are no maps in the book, no battle reports, no discussion of troop disposition, and in general: nothing you would find in any documentary on the History Chanel about how a war might go down. Honestly, I can't really tell you what any chapter is about either, since all of them call time to describe street gangs or list NPCs (some of whom are at best tangentially related to the matter at hand), or put in some stat blocks for trees (yes, really), or do something else entirely. The chapter about "Culture of Bogotá" has a discussion about warfare in the deep rain forest far away from civilization right next to a list of corporate sponsored festivals in town.

The book spends the next 80 pages frenetically switching betwee in-character and out-of-character discussion (even in the "Game Information" chapter), gives extremely short writeups of some other "warzone hotspots", and then proceeds to write up some new rules and new equipment. These chapters are also hard to follow, for example: the rules for morale and psychology are broken up with a 7 page intermission about explosives and tank armor. I was deeply unimpressed with the hotspots section, as 2 of the 5 listed locations are Czech Republic and Poland - I live in that area and the descriptions are wholly unrecognizable even in terms of spatial relationships between things.

From a rules standpoint, it pretty much looks like numbers for everything were pulled out of a hat. Even disregarding such subtleties as the Amazonian magicians having an incomplete magical tradition (which in turn isn't even written up in the "Game Information" section despite being game information), the numbers within the book don't make internal sense. After a statement that they won't stat up nuclear weapons because they are plot devices, they do it anyway (and stat up some orbital bombardment WMDs). And the conventional missile they write up does more damage than that. And the rules for setting off more than one grenade are so ridiculous that you can outdo even that with a sack full of mini grenades. This clearly is not a stable set of rules assumptions on which to build the next edition. Which is a shame, because signs point to it being used for that anyway.

From a fluff standpoint, it is painfully obvious that a lot of research was not done. For a book that takes place primarily in Bogotá, they never really get around to mentioning the fact that most of the city is a kilometer higher than Mile High Stadium, and the entire region has thin air. Things are written in vague terms to the point that it really reads like someone writing in deliberate generalities about a place they know nothing about in the hopes that no one will notice if they don't nail down any specifics. The lack of maps in a book about armed conflict really serves to drive that point home.

The main thrust of the book is hard to nail down because there are no thesis statements or attempts at synthesis. Sometimes essay topics are repeated by different authors, but no attempt is made to compare or contrast the different viewpoints. I'm still not even sure what the war in War! is about. Apparently the ecology worshiping, technology hating Amazonians are angry at the corporate minded Aztlaners because the Aztlaners are planting trees. That is a real plotline in this book. It's like the end of The Happening, but near the beginning of the book.

Still, for all the fact that every chapter is a jumbled mess of seemingly unrelated essays I can't in all fairness give the book a 1. Some of the essays are competently written and even related to war in general and/or the specific war that War! is apparently supposed to be focused on. I could even see using some of these in an otherwise acceptable book. Although obviously edited properly to avoid referring to "rogue sells of guerrillas" or the "Capitolio National".


Messageboards

Permanency: A proposal for PFS, by Howie23

Help with leveling plan for low level wizard, by yeti1069

How to incorporate Eldritch Heritage into summoner class?, by LazarX

PFS Character´s dying., by Matthew Pittard

The Curse of the Ruby Prince - Whodunit?, by Rigarius Beare

[San Francisco Region] KublaCon 2013 - The Khan of Cons is back!, by Lady Ophelia

How do you map your dungeons or encounters, by Mark Hoover

Building a cleric of Besmara..., by Abraham spalding

How do people feel about Paizo's "new" base classes?, by Rynjin

What is the point of the words of power system?, by Dasrak

Paizo Blog

Register Now for Pathfinder Society Events at Gen Con Indy!,

First World Problems,

Pathfinder Battles Preview: Devils of the Sea,

Ultimate Campaign: WAR! What is it Good For?,

Stargazer,

Store Blog

Cold Blows the Wind!,

Show Me Your WAR Face!,

Live the Life Aquatic for Your Next Pathfinder Game!,

I'm Going On An Adventure!,

Oldies but Goodies!,

Sign up for our weekly store newsletter

News

Pathfinder Goblins Take Over with Their Own Comic Books,

Paizo Publishing and Offworld Designs Partner to Create Official Apparel for the Pathfinder RPG ,

Pathfinder Vol. 1: Dark Waters Rising Hardcover Graphic Novel Coming in May from Dynamite Entertainment,

Author Chris A. Jackson's Latest Novel, Pirate's Honor, Out Now!,

Acclaimed Pathfinder Comics #6 Available Now,



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.