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Keeping campaign notes in Shadowrun 6th Edition

Keep sessions, characters, and notes in one place so your table stays aligned. Use the links below to apply the workflow in Shadowrun 6th Edition and keep it consistent across sessions.

Workflow (do this first)

  1. Create the campaign in one tool, single source of truth for the table.
  2. After each session: one-paragraph recap plus any rules calls the GM made.
  3. NPC log: name, faction, motivation, one line each is enough to keep continuity.
  4. Tag scenes with the characters present so you can search by player or PC later.
Roll loop reminder (Shadowrun 6th Edition)

Shadowrun 6E rolls d6 dice pools: Attribute + Skill dice, counting 5s and 6s as hits against a threshold. Glitches (more than half the dice showing 1s) complicate even successes, and Edge lets you reroll, add dice, or bend outcomes.

Example: Agility 5 + Firearms 4 = 9 dice vs threshold 3: rolling three 5s and a 6 gives 4 hits, a clean success unless five or more dice came up 1s.

Key facts

  • 5 metatypes: Human, Elf, Dwarf, Ork, Troll
  • d6 dice pools: Attribute + Skill, hits on 5s and 6s
  • Edge economy: earn and spend tactical advantage every combat round
  • 19 consolidated skills covering combat, Matrix, magic, and social play
  • Five paths: Mundane, Magician, Adept, Aspected Magician, Technomancer
  • Glitches: half or more 1s complicates the roll, with no hits it turns critical

Common mistakes

  • Mistake: Notes in a Discord chat nobody can find next week. Fix: Persistent campaign space, searchable, ordered by session, linked to characters.
  • Mistake: Per-player notes that don’t share. Fix: One shared timeline; private side-notes are fine, but the canonical recap is communal.

Context (system overview)

Shadowrun, Sixth World is the current edition of the classic cyberpunk-fantasy RPG. It is the 2080s: the Awakening brought magic back, metahumanity (elves, dwarfs, orks, trolls) walks the streets, dragons sit on megacorporate boards, and shadowrunners do the deniable dirty work the corps cannot be seen doing. You play a runner: part criminal, part specialist, part survivor, taking jobs from anonymous Mr. Johnsons in a world where the real power holds an extraterritorial charter.

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