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Shadowrun: Anarchy

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jim1701

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« Reply #30 on: <06-20-16/1353:23> »
IMO a lighter rules set works better in a primarily fantasy setting.  Even in a urban fantasy setting it can work well (big fan of the Dresden Files RPG.)  But, again IMHO, a sci-fi setting needs a certain framework of rules to keep everything straight.  When you combine the two as in Shadowrun I think it is even more important to have a cohesive rule set to keep everything straight.

But we'll just have to see what this new rules set will look like.  Of course I'll have to rely on second hand information because I'm with Mr. Raj at this.  I'm done giving Catalyst money until a policy change occurs regarding errata on previously released works.   :(

Csjarrat

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« Reply #31 on: <06-20-16/1510:26> »
Tentatively interested in a simple ruleset, but not holding any hopes that it'd be any better edited than anything we've seen in the past years since 5th dropped. Especially with infinity rpg out this year, I think my group will be getting their sci-fi fix from that
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Aaron

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« Reply #32 on: <06-21-16/0802:21> »
I know it's going to be demoed at Gen Con. Was it demoed at Origins at all?

Kincaid

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« Reply #33 on: <06-21-16/0828:33> »
The only things I saw on the demo tables was Valiant and Vikings.
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Banshee

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« Reply #34 on: <06-21-16/0945:56> »
we hope to be demoing it at GenCon but that will only happen if they can get it completed in time (it is close though)

we did not demo it at Origins but we did do some play testing

I can say that as a hard core crunchy SR fan it is not my cup of tea but it is a good alternative for those that don't want to be bogged down so much. it is most definitely the same universe and if they get the bugs worked out fully compatible with SR5
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Mirikon

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« Reply #35 on: <06-22-16/0757:02> »
I can say that as a hard core crunchy SR fan it is not my cup of tea but it is a good alternative for those that don't want to be bogged down so much. it is most definitely the same universe and if they get the bugs worked out fully compatible with SR5
So in other words, it will be ready just in time for the 2020 elections.
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Sendaz

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« Reply #36 on: <06-22-16/1018:26> »
I can say that as a hard core crunchy SR fan it is not my cup of tea but it is a good alternative for those that don't want to be bogged down so much. it is most definitely the same universe and if they get the bugs worked out fully compatible with SR5
I am looking forward to it to use as a break for quick fun beer & pretzel night sort of runs when maybe the group just needs to decompress.
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Brian Downes

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« Reply #37 on: <07-23-16/1004:15> »
Shadowrun: Anarchy is the worst idea to come out of a very badly designed edition.

Allegedly, the goal of this product is to simplify the rules. Creating a parallel rules set can only lead to confusion, as players struggle to remember which rule applies to which rules set. Also, there are two possibilities - either S/A will be an entirely parallel game, with its own supplements, or it will include guidelines for porting in SR5 concepts, powers, gear, etc.

If the first, then Shadowrun will be competing against itself, tearing its fan base in two. And with two versions of everything - two magic books, two augmentation books - confusion will reign supreme.

If the second, then the parallel rules designed to make things simpler will only wind up multiplying the GM's workload, as they have to convert everything before than can use it. This will inevitably create many arguments with players who feel that their PC got nerfed.

Yes, SR5 is overcomplicated to the point of farce. The solution to that is SR6.

Patrick Goodman

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« Reply #38 on: <07-23-16/1602:54> »
Shadowrun: Anarchy is the worst idea to come out of a very badly designed edition.
I think you're wrong. Let me explain. I might not convince you, but let me say why I think you're making a mistake thinking that.
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Allegedly, the goal of this product is to simplify the rules. Creating a parallel rules set can only lead to confusion, as players struggle to remember which rule applies to which rules set. Also, there are two possibilities - either S/A will be an entirely parallel game, with its own supplements, or it will include guidelines for porting in SR5 concepts, powers, gear, etc.
Not exactly. I mean, one of the goals is simpler rules for those who want them, but the main goal for Shadowrun: Anarchy is to provide an easier, alternate gateway into the game world. Let's face it: SR5 is a daunting little tome at 480 pages. It has it's own gravitational pull. It scares off a lot of players...and some of them are veterans. Grognards, even.

It certainly scares off new players, though, and that's what Anarchy is meant to address. It's not aimed at veterans (though they're welcome to come along for the ride), it's meant to get a different set of players involved. It's very rules-light, so it doesn't get in the way of the story. That's important because a lot of folks love the Sixth World, but all the rules tend to drive them off.
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If the first, then Shadowrun will be competing against itself, tearing its fan base in two. And with two versions of everything - two magic books, two augmentation books - confusion will reign supreme.
Well, no. As I said, it's the same game. Same world. Different rules. It's not aimed at veterans who like the crunch (and everybody knows that SR attracts a lot of guys who like a lot of crunch). The source material is 100% the same. Same game world, same adventures...different windows to look in on the action.
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If the second, then the parallel rules designed to make things simpler will only wind up multiplying the GM's workload, as they have to convert everything before than can use it. This will inevitably create many arguments with players who feel that their PC got nerfed.
Well, again, no. Different markets, different systems. There will be some work for the GM, no doubt, but there's work for the GM no matter the system. Conversion is an option, yes, but again, the system's not aimed at dragging old players over to the new system. It's meant to bring in new players. The conversion is going to be more for those who want to go from SR:A to SR5 once they feel comfortable...if they want to do so.

You're interpreting SR:A as a competitor to SR5. It's not. It's a complementary product, a younger brother meant to attract a new audience. I don't foresee a lot of market cannibalization, and I certainly don't foresee the dire consequences you're predicting when the game hits.
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Yes, SR5 is overcomplicated to the point of farce. The solution to that is SR6.
Probably. But that's at least two years down the road, probably more. SR:A isn't a replacement/successor to SR5, though, and it's certainly not a competitor to the main game.
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The Tekwych

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« Reply #39 on: <07-23-16/2305:02> »
Well said Patrick, I agree SR:A will be a great new way to bring the SR universe to a new generation of players. It's hard enough to bring 25 years of history and, essentially, a century of in game history to someone who knows nothing. The number of times I have explained that orks and trolls are playable characters and good, decent people can no longer be counted. I hope that there will be a need to convert characters from SR:A to SR5 but this is also a second sounding board for what might me needed or possible when SR6 gets started. We now have two places to try new ways of doing old things, and new things to do.

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« Reply #40 on: <07-24-16/1017:48> »
As someone who has been running games at work during lunch breaks, i can' wait for Anarchy to be released as it seems the perfect tool for 2-hours, let's-not-waste-any-minute game sessions.
Which won't prevent me from playing regular Shadowrun 5 at home.
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adzling

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« Reply #41 on: <07-24-16/1153:26> »
who get's two hour lunch breaks?!

Blue Rose

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« Reply #42 on: <07-24-16/1405:33> »
Shadowrun: Anarchy is the worst idea to come out of a very badly designed edition.

Allegedly, the goal of this product is to simplify the rules. Creating a parallel rules set can only lead to confusion, as players struggle to remember which rule applies to which rules set. Also, there are two possibilities - either S/A will be an entirely parallel game, with its own supplements, or it will include guidelines for porting in SR5 concepts, powers, gear, etc.

If the first, then Shadowrun will be competing against itself, tearing its fan base in two. And with two versions of everything - two magic books, two augmentation books - confusion will reign supreme.

If the second, then the parallel rules designed to make things simpler will only wind up multiplying the GM's workload, as they have to convert everything before than can use it. This will inevitably create many arguments with players who feel that their PC got nerfed.

Yes, SR5 is overcomplicated to the point of farce. The solution to that is SR6.
Shadowrun: Anarchy is a necessary idea to keep Shadowrun viable.

While Shadowrun is one of the most recognizable intellectual properties in all of tabletop gaming, and appeals to huge numbers of gamers, it's a ludicrously overcomplicated mess that drives people away on one hand, and at the same time, it's a reason a lot of the customer base loves it.

A second product line or secondary product that is made with more modern design sensibilities as a means to draw modern gamers into the IP, and perhaps as a testing bed for game elements to be integrated into an eventual 6th edition.

The core Shadowrun product line cannot go in the direction of a lighter, modern story game without alienating its core playerbase, but it can release a separate product to capitalize on modern market sensibilities.
who get's two hour lunch breaks?!
People with a really good union? O.o

Marzhin

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« Reply #43 on: <07-24-16/1437:13> »
who get's two hour lunch breaks?!

The answer to your question is: the French, of course. Eating is sacred over here, and food is something that needs time to be savoured properly ;)
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Carmody

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« Reply #44 on: <07-24-16/1744:24> »
Well, I'm french and I work in France, an while I agree lunch is important for us I can tell you not everyone gets 2 hours lunch break. Far from that!
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