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Shadowrun: Anarchy

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AJCarrington

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« on: <05-14-16/2033:59> »
From Tumblr:

This isn’t the cover for this coming book. Instead, it’s a graphic that’s a starting point for what Anarchy will be. The rawness and simplicity of it makes me smile in a big way…such a great leap-off point.



So we announced Anarchy through distribution a few weeks back, but it’s time to start talking about the development of this book...

The Tekwych

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« Reply #1 on: <05-14-16/2336:34> »
Does this link back to the German SR2 book of the same name?

Medicineman

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« Reply #2 on: <05-15-16/0152:50> »
Does this link back to the German SR2 book of the same name?
naaaaah, rather to the new Rules Light/Storyteller Version of Shadowrun
(I wonder what its all about and wether its worth it's money. I hope so, but....)

with  a Dance of High expectations
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Jack_Spade

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« Reply #3 on: <05-15-16/0205:35> »
Oh, a version of SR with less crunch and more fluff?
That sounds exactly like a thing everyone around here has been waiting for  ::)

Good luck with that...
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ScytheKnight

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« Reply #4 on: <05-15-16/0326:11> »
Oh, a version of SR with less crunch and more fluff?
That sounds exactly like a thing everyone around here has been waiting for  ::)

Good luck with that...

Well, when it comes down to it what's more important? The world and stories it brings? or the nitty gritty of the rules?

It's something I'm going to keep an eye on, especially if CGL isn't going to release errata to make a rules heavy game less problematic.
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Jack_Spade

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« Reply #5 on: <05-15-16/0433:01> »
I'm not saying that world building is not important, but I already have all that stuff from about 15 years I've been invested in SR.

Now, a rules light system can be great - if you do it right.
As Antoine de Saint-Exupery said "Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away"

But do you really think that SR is the system and CGL the company to do that?
talk think matrix

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ScytheKnight

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« Reply #6 on: <05-15-16/0911:17> »
I'm not automatically thinking this will be a success, but it has piqued my interest.

Being a newcomer to Shadowrun with 5th Edition I'm getting tired of not knowing how shit works because I've not been playing it for 15 years and CGL doesn't seem to be interested in fixing that.

If they manage to do it right, it may be a way to run a small game with friends with a focus on the world and narrative without getting bogged down in unclear rules half the time.
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Herr Brackhaus

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« Reply #7 on: <05-15-16/0941:49> »
So it's Shadowrun, but with less rules? As long as the rules are less ambiguous and not just "less", I might be interested.

Not sure I think this is the right way for the company to go when there are so many issues that could do with fixing in the very rules heavy 5th Edition, but...

adzling

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« Reply #8 on: <05-15-16/1033:00> »
Yeah i saw this and did a double-take.

Who is the market for this?

Herr Brackhaus

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« Reply #9 on: <05-15-16/1041:08> »
People who want to play Shadowrun but without the rules issues? Zing! :)

Sendaz

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« Reply #10 on: <05-15-16/1118:38> »
This is will be interesting to see as it could be very good or very bad depending on the carrythrough.
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• Adapts and refines Shadowrun mechanics to a faster-moving, story-focused approach to role-playing.

This is a tough one.  A lot will depend on just how narrative driven this becomes, plus it can put even more onus on the GM who is already having to juggle the gameworld.
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• Includes numerous ready-to-use characters and so players can dive right into the action.
Let's hope they edit the ready made characters a bit more thoroughly than a lot of the premades in previous editions, otherwise that will just kick off even more bickering.
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• A slew of ready-made Missions will have players on the mean streets of the Sixth World in no time.
This should be helpful to rapidly get into the game.
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Patrick Goodman

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« Reply #11 on: <05-15-16/1126:34> »
Yeah i saw this and did a double-take.

Who is the market for this?
Me.
Former Shadowrun Errata Coordinator

Herr Brackhaus

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« Reply #12 on: <05-15-16/1138:56> »
Quote
• A slew of ready-made Missions will have players on the mean streets of the Sixth World in no time.
This should be helpful to rapidly get into the game.
So, if this is "Shadowrun but not 5th Edition just rules light", will releases like this still be considered canon? Unless they're just reusing previous content and re-writing it for Anarchy, I could see a desire for this content being dual statted for Anarchy and SR5. Dividing the fiction into Anarchy and 5th Edition seems like a potential waste; I certainly wouldn't buy content that is non-5th, so if Anarchy content is Anarchy only I'd be curious about how large Catalyst thinks such a market really is.

AJCarrington

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« Reply #13 on: <05-15-16/1227:41> »
I don't think the intention is to creste different story lines. Rather, Anarchy is an alternative rule set that can be used to play in the establish SR universe. Does this mean that future supplements will be dual-started? Honestly, I don't know. In looking at the comments from Jason, I got the impression campaign supplements would be for SR5, but that it would be very easy to convert stars for Anarchy. However, still early days, so who knows.

DeathStrobe

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« Reply #14 on: <05-15-16/1256:21> »
I really hope they go the super simplified route.

Axe half the stats - make there an offensive and defensive, physical and mental stat.

Remove skills - all of them. They're too fiddly.

Simplify dice rolls - everything is just a threshold test and only requires one test.

Make gear more generic - honestly do we need several different handguns, SMGs, sniper rifles, etc. Why not just have stats for a gun, and brand name stuff is just fluff to flavor the gun.

Remove rules around gear - just assume shadowrunner's have the gear they need to do the job. No need to buy rope, lockpicks, hardware kits, glue, monochainsaws, etc. Just assume they have it, or allow there to be legwork points that can retcon a run so that runner's already planned for that.

Makes the worlds similar but different - make all tests resolve the same. Hacking a turret and banishing a spirit are technically going to be the same roll, but you can't hack a spirit and you can't banish a turret.

Remove pets - no sprites, spirits, agents, or drones, at least for PCs. They just add too much complexity and take away from the character's actions. If you're going to have them, limit it to just one and only one.

One stat for progression - just use karma. And nuyen is abstracted into karma.

I like the idea of SR rules lit, but I really hope it's REALLY rules light. Because there is a lot of complexity backed into the setting and rules which is not at all needed and this is the chance to trim the fat.