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Shadowrun v4 - Your Experience
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<blockquote data-quote="Ashrum the Black" data-source="post: 3592677" data-attributes="member: 1585"><p>I've been DMing some SRv4 for the last few weeks and I've found some llikes and dislikes as you can well imagine. I've found the combat system to on average be fast and loose, allowing for some fun moments and for some nice combats. It is by and large a very deadly system, which is perfectly fine by my thinking. </p><p></p><p>The magic system is nice, but I do have some quibbles. I don't like what they've done with the hermetic and shamanic magic system. Gone are the days of each summoning their own style of spirit. Also, now all mages have access to "Totems", now called spirit mentors. I personally feel that this has removed some of the flavor of the system, but I also understand the want of bringing the plethora of different traditions under control. Personally I think a better method would have been to subsume the other traditions into one or the other of the basic ones and left things as they were. </p><p></p><p>Decking, now called hacking, has seen the biggest changes, and my internal jury is still out on this section. Gone are the "deck" and now your comlink, a PDA/Cell on super steroids have replaced them. Everything is wireless, and now because of that you can hack everything directly. Want the door opened? No need to hack the security SPU, now just hack the doors wireless signal directly and spoof the commands to it the same way. One open door. I kind of like that, but then when I want to start hacking in deeper to the system the system bogs down. The whole section could have done with a couple of good examples on how a data system for a corp would have been set up. </p><p></p><p>The decking section on a whole is considered the weakest and I think for good reason. It really needs some further explanation and some decent examples to give a DM a good grasp on where the writers heads were. I keep reading it and start thinking Ghost in the Shell: SAG, but since by and large the hacking there just shows you the results, it's still hard to wrap my mind around how a paranoid corp would secure their system. </p><p></p><p>Fan Pro, which used to produce the system has lost the liscence and a new company called Catalyst Games has picked it up. The entire staff from Fan Pro is moving over with the liscence so we shouldn't see any magor changes in direction and how things work. They have a mega adventure (Emergance) at the printers now, and the Agumentation (cyber) book should be out around Gen Con they say. Arsonel (guns) is due around Christmas, and the Unwired (hacking) book is due shortly after the new year. traditionally these dates have been rpetty fluid, but we'll see what the new company can do.</p><p></p><p>-Ashrum</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 3592677, member: 1585"] I've been DMing some SRv4 for the last few weeks and I've found some llikes and dislikes as you can well imagine. I've found the combat system to on average be fast and loose, allowing for some fun moments and for some nice combats. It is by and large a very deadly system, which is perfectly fine by my thinking. The magic system is nice, but I do have some quibbles. I don't like what they've done with the hermetic and shamanic magic system. Gone are the days of each summoning their own style of spirit. Also, now all mages have access to "Totems", now called spirit mentors. I personally feel that this has removed some of the flavor of the system, but I also understand the want of bringing the plethora of different traditions under control. Personally I think a better method would have been to subsume the other traditions into one or the other of the basic ones and left things as they were. Decking, now called hacking, has seen the biggest changes, and my internal jury is still out on this section. Gone are the "deck" and now your comlink, a PDA/Cell on super steroids have replaced them. Everything is wireless, and now because of that you can hack everything directly. Want the door opened? No need to hack the security SPU, now just hack the doors wireless signal directly and spoof the commands to it the same way. One open door. I kind of like that, but then when I want to start hacking in deeper to the system the system bogs down. The whole section could have done with a couple of good examples on how a data system for a corp would have been set up. The decking section on a whole is considered the weakest and I think for good reason. It really needs some further explanation and some decent examples to give a DM a good grasp on where the writers heads were. I keep reading it and start thinking Ghost in the Shell: SAG, but since by and large the hacking there just shows you the results, it's still hard to wrap my mind around how a paranoid corp would secure their system. Fan Pro, which used to produce the system has lost the liscence and a new company called Catalyst Games has picked it up. The entire staff from Fan Pro is moving over with the liscence so we shouldn't see any magor changes in direction and how things work. They have a mega adventure (Emergance) at the printers now, and the Agumentation (cyber) book should be out around Gen Con they say. Arsonel (guns) is due around Christmas, and the Unwired (hacking) book is due shortly after the new year. traditionally these dates have been rpetty fluid, but we'll see what the new company can do. -Ashrum [/QUOTE]
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