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Shadowrun deserves better
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<blockquote data-quote="Eyes of Nine" data-source="post: 9886589" data-attributes="member: 99786"><p>Honestly, there are those who like the mood of SR; but the rules don't do it for them - I fall into that category. And others (I'm positive they exist!) who actually like one or another of the rules sets. But to come out with a 7th edition that would satisfy all of the above? Seems like a fool's errand.</p><p></p><p>If I was king of the (Sixth) world, I'd go way far away, and strip that dog down to the core, which is runners with magic and tech doing "jobs" and every third job or so, Mr. Johnson screws you until you can't take it anymore and you go after Mr. Johnson. Personally, I think Shadowrun's stories are ultimately tragedies - or at the very least noir. So I'd make the core loop reflect that.</p><p></p><p>Something that puts pressure on what the PCs care about to make them head out again, and again, and again, even in spite of their better judgment (sort of like continuously buying editions of Shadowrun - but I digress).</p><p></p><p>Robust faction play; fast and gritty combat with true stakes; a decker sub-game that's exciting but also fast; and a magic system that's unstable and powerful.</p><p></p><p>There isn't a system that does that really well, although I do like the faction play in a|state and other forged in the dark games. </p><p></p><p>Decker sub-game I would seriously and literally use Lasers & Feelings - you either intuit your way through, or you use your exceptional skill and knowledge of esoteric security protocols.</p><p></p><p>OR, hear me out, put all that aside, and hack Burning Wheel with life-path creation, artha that ties you to the setting and every "encounter" has intense stakes.</p><p></p><p>Hah, someone already thought of that a mere 18 years ago.</p><p>[URL unfurl="true"]https://forum.rpg.net/index.php?threads/burning-wheel-shadowrun-beliefs-and-instincts-in-shadowrun.410960/[/URL]</p></blockquote><p></p>
[QUOTE="Eyes of Nine, post: 9886589, member: 99786"] Honestly, there are those who like the mood of SR; but the rules don't do it for them - I fall into that category. And others (I'm positive they exist!) who actually like one or another of the rules sets. But to come out with a 7th edition that would satisfy all of the above? Seems like a fool's errand. If I was king of the (Sixth) world, I'd go way far away, and strip that dog down to the core, which is runners with magic and tech doing "jobs" and every third job or so, Mr. Johnson screws you until you can't take it anymore and you go after Mr. Johnson. Personally, I think Shadowrun's stories are ultimately tragedies - or at the very least noir. So I'd make the core loop reflect that. Something that puts pressure on what the PCs care about to make them head out again, and again, and again, even in spite of their better judgment (sort of like continuously buying editions of Shadowrun - but I digress). Robust faction play; fast and gritty combat with true stakes; a decker sub-game that's exciting but also fast; and a magic system that's unstable and powerful. There isn't a system that does that really well, although I do like the faction play in a|state and other forged in the dark games. Decker sub-game I would seriously and literally use Lasers & Feelings - you either intuit your way through, or you use your exceptional skill and knowledge of esoteric security protocols. OR, hear me out, put all that aside, and hack Burning Wheel with life-path creation, artha that ties you to the setting and every "encounter" has intense stakes. Hah, someone already thought of that a mere 18 years ago. [URL unfurl="true"]https://forum.rpg.net/index.php?threads/burning-wheel-shadowrun-beliefs-and-instincts-in-shadowrun.410960/[/URL] [/QUOTE]
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