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Shadowrun: What's the likelihood of a complete system overhaul?
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<blockquote data-quote="Thomas Shey" data-source="post: 9079953" data-attributes="member: 7026617"><p>And that's fair.</p><p></p><p>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.</p><p></p><p>So given all that, a redesign makes sense because--?</p><p></p><p></p><p></p><p>The complication is, of course, as you reference here, that unlike the Hero System which is pretty much all about the system for most people (though there's a lot of setting trailing through it to some extent at the Champions end of it), SR isn't only about the mechanics, but the setting, too. But I think people who think its <em>only</em> about the setting are projecting a bit.</p><p></p><p></p><p></p><p>Its a defensible point. But then, that's been true since 1e (which is the last version I've run extensively, though I've owned every edition but 3e, Anarchy and 6e). I personally think from my one session of it that 5e was at least <em>as</em> manageable as 1e, and had less problems, but depending on where you come from, that can seem damning with faint praise.</p><p></p><p></p><p></p><p>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 <em>do</em> 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.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9079953, member: 7026617"] 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. So given all that, a redesign makes sense because--? The complication is, of course, as you reference here, that unlike the Hero System which is pretty much all about the system for most people (though there's a lot of setting trailing through it to some extent at the Champions end of it), SR isn't only about the mechanics, but the setting, too. But I think people who think its [I]only[/I] about the setting are projecting a bit. Its a defensible point. But then, that's been true since 1e (which is the last version I've run extensively, though I've owned every edition but 3e, Anarchy and 6e). I personally think from my one session of it that 5e was at least [I]as[/I] manageable as 1e, and had less problems, but depending on where you come from, that can seem damning with faint praise. 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 [I]do[/I] 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. [/QUOTE]
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