I held similar opinions but after seeing how many people use cloud-based video cameras inside their house, I have circled around to "convenience trumps effort" combined with "because that's 98% of what is on the market"There was one thing that threw me and it was wireless devices. Like, I get how useful wireless devices where, but, for reasons I did't understand, a decker could hack into your cyberware because it was also online. If I were a cybered up Street Samurai, why on God's green Earth would I leave myself vulnerable to hacking by leaving my cyberware connected to the WIFI? Obviously it was to give the decker a chance to defend the group as well as participate in attacks on enemies as he hacks their cyberware, but it just struck me as monumentally stupid. I can accept magic returning and goblinization, but I sure as hell couldn't accept professional killers keeping their cyberlimbs connected to the WIFI.
You're not the first to suggest it. I found two different fan conversions in a quick google. Neither the one I found last year.What if Catalyst kept their version for all the die-hard fans who like the complexity and licensed out a simpler version to Pinnacle for a Savage Worlds port?
I was thinking the same thing. A radical change in how things work risks alienating their current fans with no indication that new fans will replace them or surpass their numbers. i.e. It's a tough spot to be in. I'm a fan of the idea that they should work to streamline the rules while retaining as much of the Shadowrun feel as possible. I played a little bit of Shadowrun in the late 80s and early 90s, but it wasn't one I played very frequently. I get a flood of warm nostalgia anytime I see art from the 1st edition book.
There's a lot to like about Shadowrun. While I've alway preferred Cyberpunk, I'll have to admit the setting for SR has always been pretty good and over the years has changed with the times much better than CP. I've always liked character generation and the way you prioritize what's important to you. Do you want to be a Troll? Do you want your lifestyle to be your lowest prority? How about Skills or Attributes? You have a lot of flexibility.
I picked up 5th edition a few years back and after reading the rules came to the conclusion that running this game didn't interest me. It's been a while, but I just felt the rules for magic, riggers, etc., etc. were all overly complicated when taken in the aggregate. Figuring out a mage wasn't too complicated, but when adding everything else it just seemed like a bigger headache than I wanted.
There was one thing that threw me and it was wireless devices. Like, I get how useful wireless devices where, but, for reasons I did't understand, a decker could hack into your cyberware because it was also online. If I were a cybered up Street Samurai, why on God's green Earth would I leave myself vulnerable to hacking by leaving my cyberware connected to the WIFI? Obviously it was to give the decker a chance to defend the group as well as participate in attacks on enemies as he hacks their cyberware, but it just struck me as monumentally stupid. I can accept magic returning and goblinization, but I sure as hell couldn't accept professional killers keeping their cyberlimbs connected to the WIFI.
What if Catalyst kept their version for all the die-hard fans who like the complexity and licensed out a simpler version to Pinnacle for a Savage Worlds port?
Oh, sure. It's happening because a lot of people don't really take security into mind and also a lot of this is still new to people. But let's say you're a decker and I'm a street samurai and we're running a job together. You're going to make sure my wifi is off for two reasons. The first being that having to protect my system form other deckers is distracting you from your main mission. The second is that if my systems fail then not only is the mission endangered but your life might also be endangered. (I think in 5th the decker had to go with the team on runs and couldn't just sit in an office far away.) The problem of runners going on missions with their wifi on would quickly take care of itself.I held similar opinions but after seeing how many people use cloud-based video cameras inside their house, I have circled around to "convenience trumps effort" combined with "because that's 98% of what is on the market"
Maybe I missed something. What was the advantage to have my legs connected to the wifi during a mission? It's not like I'm waiting for a firmware update in the middle of a firefight, right?Do I think there should be a lifestyle cost or something to de-wifi devices? Oh yeah. And runners should carry two mobiles: one set up as a normie, broadcasting all the things normal people leave turned on connected to glasses/earbuds, and one that is completely offline hooked to weapons and such, only enabled for online when you need a tacnet.
It's been a while since I've read 5th edition. But the risks of having my legs rendered useless didn't seem worth the benefit of keeping my limbs hooked up to the wifi while I'm in combat.Well, it is clearly a design decision for the reason you say, but its not like if someone seriously wanted to avoid the risk they couldn't choose non-connected devices. But the tradeoff is that even in SR, as a sammy you can spend a lot of time fighting people that don't have a decker, so do you want that extra edge with the risk that when you do fight a group with a decker or a technomancer you're more vulnerable? Its not actually a clear-cut decision from the position of sammy's as a whole.
You skipped right over TacNets. Maybe they didn't make it past SR4. They added an extra dice pool based on the number of sensors hooked to it, which were only available to someone who was on that network.Maybe I missed something. What was the advantage to have my legs connected to the wifi during a mission? It's not like I'm waiting for a firmware update in the middle of a firefight, right?
It's been a while since I've read 5th edition. But the risks of having my legs rendered useless didn't seem worth the benefit of keeping my limbs hooked up to the wifi while I'm in combat.
In the case of the Hero System, they have simplified it... twice. CNM, and the very slight reduction from 5 to 6.And that's fair.
I've just seen versions of this argument before, particularly regarding the Hero System. I've watched people come in and say "The game wouldn't be slowly dying if you'd streamline it." But when pressed on how that's supposed to work, it never addresses the fact that by the time you streamline it enough (which is inevitably going to involve simplification) you're now trying to fish in pools that others have had staked out for potentially a decade or more now (for example, are you, essentially, trying to get the people who are Savage Worlds fans? Mutants and Masterminds fans? What makes you think you're going to peel many of them off?) But since you're inevitably going to lose things along the way (and if you claim otherwise I'm going to pretty much laugh at you) you'll lose some people who've stuck with it, and might even be attracted now even if its not a design that lands toward the general preference swing in this period.
Quite frankly, I think systems like GURPS and Champions are currently out of style. Which is too bad, GURPS was a game I enjoyed quite a bit and they had an extensive body of excellent books produced over the years.n the case of the Hero System, they have simplified it... twice. CNM, and the very slight reduction from 5 to 6.
Neither got good responses from extant Champions players. Neither brought a flood of new players, either.
It's too early to judge reactions to Champions Now!...
I'm taking a look at 1st edition, and I forgot that they didn't really have defined roles for characters like Cyberpunk did. The archtypes in 1st edition include burned out mage, tribesman, detective, decker, former company man, and interestingly both a merc and a street samurai. Really, I think you can break it down into four or five basic types.For SR, the key tropes need to be identified, and supported. I've only run 1E...
but I've a copy of 3e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.