This is mostly me voicing my frustration at something I personally have a problem with, and trying to find if others have this same problem or if it's just me. And just to hope I'll find someone who can sympathise with my situation.
Let me preface this by saying that I have been a GM for a long time, on-and-off. The only times I have gotten to really roleplay instead of being the gamemaster was when I was about 5 and my father ran us games of Miekka ja Magia (Swords and Magic), a simple finnish RPG. After that, in junior high, I gamemastered for my friends. In high school, I gamemastered for my friends. In University, I gamemastered for my friends, and now I'm going to start gamemastering for yet another group of my friends. See a pattern here?
Anyhow, in most of these cases, the players have been alright with roleplaying, but haven't been very... Committed. They won't learn the rules by themselves, or read about the world, or the system, making it a burden for me to explain for them that why you actually need to buy a fake sin and why it's a bad idea to take an assault rifle into the bus. And frankly, I believe it's insulting when I spend 4-6 hours of my spare time coming up with a scenario and then 4-5 hours of my spare time to run it for my players to see some people on their smartphones or such and then forcing me to re-explain the situation to them because they weren't listening.
In any case, my actual point of this post is another issue I have a huge problem with, which is the creation of "unique snowflakes" and "special cases" for characters. The best part of Shadowrun is, in my opinion, the wealth of character creation options and all the possibilities. An ex-military street samurai using conventional weaponry? A japanese samurai using only a bow and a sword? A spellcasting british Troll? A human decker with a cyberdeck hidden within his thigh just for the heck of it? Or my personal favourite, an elf barbarian with a broadsword. All of these character concepts are viable, -can- fit the world of Shadowrun, and are something you could propably roleplay in both efficiently gameplay-wise and in a fun manner, roleplay-wise. Some of them may not be the most efficient ones, and some of them are going to be difficult to use unless you have prior experience on Shadowrun/Roleplaying in general.
So why is it that every time I start a new group, there are new players asking me if they can build who knows what as their first character with little to no roleplaying experience. Some can evolve into interesting concepts, but for the most part it puts stress on me to figure a way how to incorporate them. In my past two groups, I've had questions for the following characters from people with little to no experience on Shadowrun:
-Mutant/Shapeshifter: He wanted to build a mutant shapeshifter. Sure, this is one of the core concepts of Run Faster, but it's not something you should do as your first character, especially trying to combine shapeshifting with metagenetic qualities...
-A vampire: If you have knowledge on how Shadowrun works, running as a vampire can be a very interesting challenge. And with the "what if I wear UV-reflective clothing" and so on to try and mitigate the drawbacks, I really didn't wish to give all these bonuses
-A pixie rigger: I'm... Not even sure if this is supposed to work or not? Can anyone give any feedback on this? Is this viable?
-A Street Samurai with a chainsaw arm: This we actually found a solution to in the form of modular cyberarms, after explaining to the player that a chainsaw arm is not going to be very socially/legally acceptable.
-A troll shaman with a cyberjaw and Charisma 5: I'm digging the cyberjaw idea as the player had a pretty solid explanation for it, it doesn't cripple him completely (he'll still have Magic 5 and the Junkyard Jaw from Chrome Flesh is actually a pretty good melee weapon. The problem I have with this is the "huge illegal metal plate" covering half of his face and the fact that he wants to go with a charisma-based Shaman character, and I've no idea how well that will portray into roleplaying.
-A blood/Toxic shaman: So basically, everyone who knows you're one of these will try to kill you or contact the authorities so they can kill you. And why would you want to be one of these anyway!? There aren't really any benefits to it other than being a crazy psycho, which you can be anyway.
-"Can my troll have two extra cyberarms"?: Well, propably, yes, I guess I can find a reply to that in chrome flesh/run faster, but really, other than the ability to build the Troll of Doom (Two riot shields and two spears melee physadept), I don't see any reason why anyone would do such a thing? He explained that he wants to build a mechanic/augmentation addict. Then again, the player also added hearing augmentation to himself and when I asked why, the answer was "I don't know what it does, but it was cheap, so I took it."
-A "spy"/"Double agent"/"Bad guy": I really have a problem with you if your core idea is to be the enemy of the rest of the group. While it -can- be very interesting and I've read of roleplayers that have pulled this off well and made a very interesting story, I just... I can't pull it off, I don't want to pull it off, and I don't want the player to be upset when, inevinetably, the rest of the group will actually realize that he's being a "bad guy" and having the Street Samurai tear his head off.
So am I just being a stick in the mud and trying to kill creativity, wanting players to have an "effective" build for themselves or is this an issue with new players in general? What is it that makes someone read the rulebook and decide "hey, I know everyone uses pistols and rifles for shooting, so I'm going to buy a crossbow just to be different" or say "hey, cool, a combat Chainsaw, I'll center my character around using that." and then I just feel bad for telling them why it might be a bad idea because then I feel I'm evil, killing creativity and forcing my will on the players.
AND WHILE I'M RANTING, I might just as well say that I have a problem with new players using Chummer. I mean sure, it's convenient and easy, but I would suggest building your first few characters by yourself, either on paper or by using word/excel/whatever to help. This gives you a solid understanding on how character creation works, forces you to read through the books, look at rules such as "oh, what does this skill do?" or "so this gun has AP -2 and this one has AP-3, I wonder what AP does..." and generally helps them to be prepared. Also, as Chummer isn't perfect (especially if you misunderstand a rule or input something wrong), it can be confusing for new players when "Chummer isn't working". Granted, they'd still make the mistake and build their character wrong, but I still think they should fix it by hand so they -learn- how it works.
TL;DR: What your character is and has done is not the interesting part. What your character -does- is the interesting part. if you're new to Shadowrun, pick a solid core concept (Street Samurai, Mage, Face etc.) of the core book species (Human to Troll) and roll with that for your first character. Please.
Sorry for the rant, but I just needed to put this somewhere.