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<blockquote data-quote="Shades of Green" data-source="post: 4945077" data-attributes="member: 3297"><p>In my experience, SR4 is much easier to play than the earlier editions, but even then you might want to take a good look at the advice offered by the SR4 core-book for speeding up combat (combat complexity is the one thing that makes it difficult for me to return to Shadowrun).</p><p></p><p>Anyhow, keep in mind that this isn't D&D. Solving problems by stealth or deception/diplomacy is usually better than solving them by combat; there are no armour and weapon restrictions or race/class restrictions except for the ability mods at chargen making some races somewhat more effective than others in magic (want and Ork mage armed with an AK-97 and wearing a Lined Coat? No problem!); characters start reasonably powerful and don't 'grow' very fast; combat is very lethal and with little grind; there is no arcane/divine split (so the said Ork mage can also heal if you want him to); and you can't go and kill everything and everyone in your way in most runs (it tends to attract unwanted police/corpsec attention).</p><p></p><p>Make your NPCs (and encourage your players to make their PCs) interesting, colourful and, in many cases, bizzare. SR gives you a big toolbox to build interesting ones: tons of cyberware, strange magic, multiple races, SURGE (read: secondary mutations), and bio-modifications to play with, not to mention the fact that the game is set (by default) in a very cosmopolitan city with many cultures and lifestyles to play with. Sure, corporate types tend to be human and wear suits, but most other people have far more interesting lifestyles and shapes, especially mages, shamans and hackers (who all have their subcultures and wierdness).</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 4945077, member: 3297"] In my experience, SR4 is much easier to play than the earlier editions, but even then you might want to take a good look at the advice offered by the SR4 core-book for speeding up combat (combat complexity is the one thing that makes it difficult for me to return to Shadowrun). Anyhow, keep in mind that this isn't D&D. Solving problems by stealth or deception/diplomacy is usually better than solving them by combat; there are no armour and weapon restrictions or race/class restrictions except for the ability mods at chargen making some races somewhat more effective than others in magic (want and Ork mage armed with an AK-97 and wearing a Lined Coat? No problem!); characters start reasonably powerful and don't 'grow' very fast; combat is very lethal and with little grind; there is no arcane/divine split (so the said Ork mage can also heal if you want him to); and you can't go and kill everything and everyone in your way in most runs (it tends to attract unwanted police/corpsec attention). Make your NPCs (and encourage your players to make their PCs) interesting, colourful and, in many cases, bizzare. SR gives you a big toolbox to build interesting ones: tons of cyberware, strange magic, multiple races, SURGE (read: secondary mutations), and bio-modifications to play with, not to mention the fact that the game is set (by default) in a very cosmopolitan city with many cultures and lifestyles to play with. Sure, corporate types tend to be human and wear suits, but most other people have far more interesting lifestyles and shapes, especially mages, shamans and hackers (who all have their subcultures and wierdness). [/QUOTE]
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