Run & Gun is the first 5th edition Shadowrun book in almost a year, and in many ways, it is a disappointment. I'll give it the benefit of the doubt that it is trying to be more like the classic 'State of the Art' and 'Gun Heaven' books with it's gear presentation, with sales blurb and commentary, but you end up feeling like this is done to fill space. There are far fewer weapons, armors and cool toys than Arsenal but it must be noted that many of them are new or significantly updated. There is also a good deal of artwork, all full color and large, giving it points over Arsenal. However, the lack of quantity really needs to be emphasized. As a point of comparison, Arsenal featured 17 different new melee weapons, while Run & Gun features 5, including the Monofilament Sword that was left out of the core book.
Most categories have 2 to 4 entries, and while I can understand wanting to offer viable, balanced choices instead of one or two good choices and a bunch of mediocre fillers, I feel like this does not take advantage of the games new accuracy system and expanded damage ratings. This is really driven home by the armor section, which has just as many options as Arsenal, many of which have great flavor and neat bonuses that help make them feel unique. There are some runner tools and goodies buried in the tactics section, but they're mostly for combat situations. It should also be noted here that this book /DOES NOT/ contain any rules for vehicles, drones or (most jarringly) gear customization, which was present in the 'combat' books for 3rd and 4th (Cannon Companion and Arsenal).
The rest of the book is taken up, instead, by complex combat systems for tactics, called and trick shots, martial arts, demolitions, hostile environment rules and optional rules hacks for reducing the deadliness of combat. The tactics section outlines the rules for performing things like room sweeps, formations, and other tactics, which now require tactics rolls from team members to perform. The called shots and trick shots sections are walls of numbers and status effects, but do not have rules for headshots. It's a decent system, but the layout makes it look confusing. The other sections are pretty much what we've seen before.
Overall, I'm mixed on the book. There's lots of interesting systems, but the problem I keep coming back to is they feel too complex. For example, combat manuevers that were explained in two sentences in 4th ed, now have two paragraphs explaining how the work and interact with other actions. The gear sections are very uneven and downright weird in some places, such as the choice to have a single new holdout pistol but 4 different types of battering rams. The lack of a gear customization section really makes this book feel like it's missing something. Overall, it just feels very uneven and disappointing for a book that's the first offering in over half a year.
Summing it up:
Pros: New tactical options and systems, good artwork, especially of new gear,
Cons: Layout varies from too much white space to walls of text, new positive and negative qualities are scattered throughout book, poor selection of gear aside from armor, lack of customization rules, new rules are difficult to understand at first.
|