Cross-posting this here, since I thought the writers might appreciate the constructive feedback from this customer.
I recently replied to another poster asking for opinions on Run & Gun, and this was my reply/review of my likes and dislikes of the book.
My list of pros:
1. The entire "Tactics and Tools" section
Not only does it provide a lot of cool fluff, but for someone who's executed maneuvers like travelling overwatch, counter peal, crossfire, and diamond formation in real-life this is one part of the rules where I think the developers did a fantastic job of capturing what tactical movement can look and feel like. Time will tell if the mechanics rely too heavily on the team leader rather proficient with the Small Unit Tactics skill, but I honestly think that if a runner team is built using real-world principles where everyone has a designated combat role with secondary and tertiary responsibilities, and everyone has just a rating or two of Small Unit Tactics, the team could absolutely rock over a similarly untrained team.
2. The fiction
There is a lot of awesome commentary that helps set the scene/mood for me personally, and I really appreciate the effort that's gone into the writing in terms of the in-game chatter. Great job to whomever wrote the various fiction pieces (Catspaw and Hostile Extraction in particular, but also all of the one page introductions to the chapters), with my favourite being the short intro to Tactics and Tools (shocker, I know, given the above...)
3. Alternate combat rules and additional actions
I really like having the RGX options for my table, and the expanded called shots rules, new actions, and martial arts rules are, for the most part, awesome. There's a few notable ones that need some attention, but all in all nothing that a house rule can't fix; the addition of martial art styles is cool, though overwhelming at first (I skimmed a few pages and then went "Nope! Too complex, save it for another day..."), but once I got a chance to assimilate all of the information I really like it.
And then the cons:
1. The editing and play testing/balancing process
While I think the fiction is awesome, I've got to give a big thumbs-down to the editing and play testing process; there are just so many inconsistencies with regards to the terminology used, a ton of weird grammar usage that make the rules more complex than they should be, and straight up parts that are spread all over the book, missing or ill-thought through. I WANT to like this book because the fiction makes it an awesome read but then I encounter parts of the rules that are just utterly incomprehensible and I feel a little let down. With enough house ruling these are not insurmountable obstacles, but I dislike the fact that in some cases house ruling is obviously needed. Which brings me neatly to...
2. Game/rule balance
Whoever thought the rules for Bulls-Eye Double-Tap/Burst, the repair rules, the PI-Soft rules, and the 5 page demolition rules for bringing down a building (to name a few) was a good idea needs to take a good, hard look at the consequences of their actions. There is no way in hell I'm letting an assault rifle get to -10 AP (at the very least, multiplying the base AP of -2 by x3 for a simple burst fire is the more conservative reading of those rules) for a mere -4 Dice Pool penalty; with a single well-placed burst from an Ares Alpha with a total dice pool modifier of -8 a character can take out the engine block of a Mitsubishi Nightsky, completely disabling the vehicle and causing the equivalent of 80,000¥ in damages (not even counting the 32,000¥ per box of damage this attack would inflict in addition if the "DV Limit" of "None" is representing no limit as opposed to no damage) for a mere 36¥ worth of APDS ammo and the rifle itself. And that's just the tip of the iceberg; PI-Soft rules are utterly ridiculous unless the intention is for GMs to just hand these out "on loan" from Johnsons (viable), the demo rules turns Shadowrun into Mathrun as far as I'm concerned, the majority of the Arsenal chapter is stuff I would rarely, if ever, get to use due to availability, cost or just a poor stat line, and the Martial Arts section is so overwhelmingly dense that it took me several days of dedicated study to figure it all out (and I'm still not sure I've got it down 100%).
3. The potential this book has to really slow down a game
As a GM, I love to hate this book. This goes back to my two previous con entires, in that not only am I as a GM expected to have a firm grasp of the base rules, but whenever a character now wants to hit someone in the [insert location here] I have to know what the rules for that specific location is in terms of how much damage he can do, what kind of effects are introduced, and how it is resisted. In an edition where the Matrix rules were significantly streamlined, some of the rules in Run & Gun throws a big ol' brick in the face of this method of thinking. I'm going to be spending a LOT of time referencing the book, and even though I know I can tell my players to know the rules for their stuff, I'll still be called upon knowing the effects they could possibly want to use that involves others. In short, the complexity of these rules makes me want to completely disallow some or most of them out of the game entirely, because they add too much paperwork to the game ("OK, you shot him in the ankle, so Henchman A can now only move AGI x1 for walking and AGI x2 for running, is not allowed to sprint, and is unable to perform any complex actions for the next 4 Combat Turns.") for my tastes.
These criticisms might seem harsh, and I freely admit I think they are myself, but I think that stems in large part due to my expectation that this book would add more width (breadth? I'm not a native English speaker) to the game, not more needlessly complicated depth.
Was it worth the 25USD I paid for it? Yeah, I would say so, even if I end up implementing house rules for half the content, this is still a great read.