What follows is a representative example of a Structural Audit deliverable. The sections below include the Engagement Snapshot, Executive Verdict, and Unified Synthesis—the Decision Track components of a full audit report. Detailed audit modules (AUDIT 0-10) and supporting evidence are included in full client deliverables.
Engagement Snapshot
Product Audited
Title: Shadowrun, Fourth Edition – 20th Anniversary Core Rulebook
Publisher: Catalyst Game Labs
Publication Year: 2009
Format Audited: PDF
Total Page Count: 368 pages
Declared Role (as stated in text):
“All that’s required to play Shadowrun, Fourth Edition, is the core rulebook.”— p. 16
Audit Types Performed:
AUDIT 0: Product Type Identification
AUDIT 1: Scope Delivery and Dependency Mapping
AUDIT 2: Rules Coverage and Procedural Completeness
AUDIT 3: Internal Consistency and Mechanical Integrity
AUDIT 4: Onboarding Efficiency and Learning Architecture
AUDIT 5: Usability Architecture and Component Dependency
AUDIT 6: Incentive Alignment
AUDIT 7: Campaign Arc Viability and Sustainability
AUDIT 8: GM Function Distribution
AUDIT 9: Standalone Viability
AUDIT 10: Modularity and Toolkit Utility
Scope Notes
This audit evaluates the Shadowrun, Fourth Edition – 20th Anniversary Core Rulebook strictly as a standalone, complete campaign system, consistent with its stated role. All findings reflect the rulebook as written, without reference to supplements, errata, or table practice.
Executive Verdict
Product Audited: Shadowrun, Fourth Edition – 20th Anniversary Core Rulebook
Declared Role: “All that’s required to play Shadowrun, Fourth Edition, is the core rulebook.” (p. 16)
Product Identity (Functional)
As written, Shadowrun, Fourth Edition functions as a high-crunch tactical simulator for multi-layered heist play, integrating physical combat, magic, and matrix operations as parallel but interdependent systems.
Its ruleset prioritizes simulation fidelity and tactical resolution over procedural scaffolding, optimizing for experienced groups running gear-dense, combat-capable heists rather than low-prep or introductory play.
This identity emerges from cross-audit analysis of mechanical coverage, incentive alignment, onboarding structure, and campaign sustainability.
Scope Delivery Verdict
Scope Delivery: Fully Delivers
The product fully provides all structurally required subsystems to function as intended.
Where gaps exist, they take the form of missing procedural support and reliance on GM extrapolation, rather than internal contradictions or incomplete core mechanics.
Signature Findings
The following findings define how the system actually behaves in play. These are tier-shaping characteristics rather than isolated strengths or defects:
- “Tactical combat simulator dressed in a heist coat.” While framed as professional infiltration, the deepest and most mechanically rewarding systems center on tactical violence, gear optimization, and combat problem-solving.
- High onboarding cost: ~ 120–250 pages to first session. A GM must synthesize core combat, magic, Matrix, and gear systems before play is viable, creating a substantial upfront study requirement.
- Defined campaign sweet spot: 0–100 Karma. Within this range, challenge calibration and tension hold. Beyond it, static thresholds and opposition design degrade pacing and reliability.
- Specialization threshold at the ~12-dice breakpoint. The threshold system makes generalized builds unreliable, mechanically pressuring players toward aggressive specialization and min-maxing.
- Hidden scope: best-in-class heist and security simulation. The product delivers unparalleled tools for break-and-enter, security design, and layered defenses, effectively functioning as a heist simulator despite not being marketed as one.
Tier Placement
Tier: Tier A — Functionally Sound
Confidence Level: High
Tier placement evaluates functional integrity within a category. Confidence indicates cross-audit agreement and structural clarity.
High-Confidence Strengths
The following strengths were confirmed across multiple audits:
Cross-system mechanical integration enabling consistent interaction between physical, magical, and digital action layers
Uncompromising simulation fidelity, particularly in security, gear, and combat resolution
Reference architecture strength, including indexing and master tables that support experienced, in-session use
These elements materially support the product’s emergent role as a deep tactical heist simulator.
High-Confidence Risks
The following structural risks affect usability, sustainability, or table experience:
Content vacuum, with no procedural support for mission, location, or opposition generation
Onboarding wall, requiring extensive pre-play system mastery for both GM and players
Incentive misalignment, where mechanical rewards favor combat optimization over the “professional ghost” fiction
These properties derive from design architecture, not production errors.
Best-Use Case
This product is best suited for experienced groups seeking high-crunch, tactically rich cyberpunk play, with a GM willing to author content and actively manage pacing across multiple action layers.
It is a poor fit for low-prep campaigns, onboarding new players, or groups seeking narrative-first play without substantial external scaffolding.
How to Read This Report
This report is structured in two tracks:
Decision Track: This Executive Verdict and the Unified Synthesis provide a complete high-level assessment for decision-making.
Evidence Track: Individual audit modules document the specific findings, metrics, and citations that support the synthesis.
Tier Definitions
Tier S — Standard-Setting
The product structurally delivers on its stated role with minimal friction, high internal consistency, and sufficient procedural support to function as written across a wide range of tables.
Tier A — Functionally Sound
The product delivers on its stated role and is structurally complete, but exhibits notable friction in onboarding, usability, incentive alignment, or GM support that limits accessibility or requires experienced facilitation.
Honorable Mention
The product contains strong or innovative subsystems, but structural gaps or scope mismatches prevent full delivery of its stated role without significant external scaffolding.
Not Recommended
The product fails to structurally deliver on its stated role due to missing core subsystems, unresolved contradictions, or reliance on unstated assumptions.
Confidence Levels
High — Findings are consistent across audits with no unresolved structural ambiguity.
Medium — Findings are supported by evidence but include unresolved edge cases or interpretive uncertainty.
Low — Findings rely on limited evidence or ambiguous text and should be treated as provisional.
Unified Synthesis
This section synthesizes findings from all audits to explain overall system behavior, highlighting dominant patterns, structural trade-offs, and the consequences of subsystem interactions.
System Identity and Internal Alignment
Shadowrun, Fourth Edition – 20th Anniversary Core Rulebook serves as a high-fidelity tactical simulator for gear-dense, multi-stage heist operations, structured around three parallel action spaces: physical combat, magic, and Matrix operations. Although presented as a general cyberpunk-fantasy RPG, the system’s mechanics consistently optimize for gear-intensive, combat-focused heist play once subsystems interact.
This identity is produced by the alignment of simulation-focused mechanics and minimal procedural support. Core resolution, advancement, and resource systems reinforce each other: dice-pool thresholds reward specialization; Karma and Nuyen link advancement and equipment; and major subsystems are consistent and cross-referenced.
However, subsystem integration is strongest within each action space and weakly specified at their intersections. Cross-plane interactions—such as magical effects on Matrix-mediated presence—often require GM adjudication, revealing a rules architecture organized by parallel realities rather than integrated play.
Structural Gaps and Load Transfer
The system’s main gaps are procedural, not mechanical. Mission generation, location design, and opposition frameworks are absent or under-specified, shifting ongoing preparation to the GM. While play remains possible, these omissions significantly increase preparation and cognitive load from the start.
In addition to missing generators, several cross-system design choices further shift work to the GM. Outside combat, difficulty is set by unbenchmarked thresholds instead of task-based reference tables. Because static thresholds underpin most resolution systems, this produces a constant adjudication burden across combat-adjacent, social, magical, and Matrix actions—even when content exists.
Character creation further amplifies this burden. Rather than functioning as a linear onboarding process, it acts as a dependency hub, requiring players to resolve circular relationships among attributes, magic, Matrix systems, cyberware, and gear across multiple chapters. In several cases—particularly for Matrix-oriented archetypes—key attributes are referenced before their governing mechanics are explained, producing early confusion and uneven onboarding outcomes.
Incentives, Spotlight, and Emergent Table Dynamics
Reward structures consistently encourage combat readiness and tactical optimization, even though the text promotes discretion and “professional ghost” themes. This is a deliberate trade-off: the system allows for varied tones without enforcing professionalism. However, when combined with its action economy, this flexibility produces predictable spotlight and pacing distortions.
However, this flexibility interacts with a pronounced action-economy imbalance. Augmented, magical, and Matrix characters routinely act three to four times per round, while baseline characters act only once. In mixed encounters, this produces persistent spotlight collapse and pacing distortion (“Pizza Party” effect), even when all players are nominally engaged in the same scene.
Campaign Viability and Structural Limits
The system fully supports character creation and advancement but lacks a mechanically defined endpoint. Retirement and end-state concepts are referenced but not operationalized, leaving campaign conclusion entirely to group choice. This makes the system a durable engine rather than a structured narrative arc.
Within its effective range (approximately 0–100 Karma), the game supports ongoing episodic play through a strong Job → Legwork → Run → Payday → Upkeep cycle, which accommodates variable attendance and mission-based structure. This cycle is a structural strength that compensates for the lack of campaign-level generators.
At higher power levels, static thresholds and baseline opposition assumptions fail to scale with player capability, reducing tension and pacing. This produces a functional early-to-mid campaign sweet spot rather than supporting open-ended progression.
Modularity and Pillar Balance
Subsystem modularity is inconsistent. Magic and Matrix can be minimized or removed with little structural impact, while combat resolution and the Nuyen-driven gear economy are essential. Rigging and vehicle rules exist but are more fragmented and less cohesive than Magic and Matrix, limiting full archetype parity.
Functional Summary
Shadowrun, Fourth Edition meets its stated goals as a high-crunch, tactically focused heist simulator when run by an experienced GM. Its limitations stem from procedural gaps, action-economy imbalance, and reliance on GM adjudication at subsystem boundaries. Strengths and weaknesses are consistent and closely tied to its design priorities.
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