The Crimson Binome
Hero
The rules of the game are important for setting tone. Shadowrun is a process-simulation, and doesn't lend itself nearly as well to cinematic action as the premise might lead you to believe. Actions, and their outcomes, are much less abstract than in some other games. The type of ammo you use is important, not because it's an interesting detail that makes for a better story, but because there's a good chance that it would change the outcome of your attack. If it's something that your character might think of in-game, then it's an option that you have as a player.It's not that I find playing Shadowrun to be too complicated. I find it to be needlessly complicated. For my money, the complications do not add anything of value to the game.
It's definitely not for everyone, though. If you're used to playing Exalted, where crazy stunts are rewarded with huge bonuses that help you succeed against all odds, then the Shadowrun ruleset is going to feel disappointing. If you try to do some crazy stunt in Shadowrun, then you're probably just going to die.
It was never the complexity of the rules that were the problem. It was certainly a lot more rules, but you could figure them out easily enough if you tried. The issue with decking, in particular, is that it took a lot of time to actually run, and that was time where the magician and street samurai couldn't contribute in any way.I think it's telling that the rules for that particular subsystem are so opaque that many (most?) people choose to ignore them.
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