Shadowrun

Catalyst Game Labs => Catalyst's Shadowrun Products => Topic started by: AJCarrington on <05-14-16/2033:59>

Title: Shadowrun: Anarchy
Post by: AJCarrington on <05-14-16/2033:59>
From Tumblr (http://catalystgamelabs.tumblr.com/post/144323273091/shadowrun-anarchy-development):

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.

(http://67.media.tumblr.com/053ab31aafc515675e6a7d13273826bb/tumblr_inline_o757byvzPk1s9c9hj_500.jpg)

So we announced Anarchy through distribution a few weeks back, but it’s time to start talking about the development of this book...
Title: Re: Shadowrun: Anarchy
Post by: The Tekwych on <05-14-16/2336:34>
Does this link back to the German SR2 book of the same name?
Title: Re: Shadowrun: Anarchy
Post by: Medicineman 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
Medicineman
Title: Re: Shadowrun: Anarchy
Post by: Jack_Spade 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...
Title: Re: Shadowrun: Anarchy
Post by: ScytheKnight 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.
Title: Re: Shadowrun: Anarchy
Post by: Jack_Spade 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?
Title: Re: Shadowrun: Anarchy
Post by: ScytheKnight 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.
Title: Re: Shadowrun: Anarchy
Post by: Herr Brackhaus 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...
Title: Re: Shadowrun: Anarchy
Post by: adzling on <05-15-16/1033:00>
Yeah i saw this and did a double-take.

Who is the market for this?
Title: Re: Shadowrun: Anarchy
Post by: Herr Brackhaus on <05-15-16/1041:08>
People who want to play Shadowrun but without the rules issues? Zing! :)
Title: Re: Shadowrun: Anarchy
Post by: Sendaz 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.
Quote
• 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.
Quote
• 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.
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.
Title: Re: Shadowrun: Anarchy
Post by: Patrick Goodman on <05-15-16/1126:34>
Yeah i saw this and did a double-take.

Who is the market for this?
Me.
Title: Re: Shadowrun: Anarchy
Post by: Herr Brackhaus 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.
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington 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.
Title: Re: Shadowrun: Anarchy
Post by: DeathStrobe 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.
Title: Re: Shadowrun: Anarchy
Post by: MijRai on <05-15-16/1438:19>
...  Wow. 

They can't even be bothered to fix the shoddy rules they've released so far, so they're going to make another set.  Not even a new edition with the intent to not make the same mistakes, just more. 

I'm most definitely NOT thinking "that sounds cool."  This is what it is coming to?  More, different rules instead of fixing the stuff that needs attention? 

I've officially hit the point where I'm not going to financially support Catalyst again.  There isn't an option for redemption at this point.  No more 5th Edition supplements for me (or 6th, if Catalyst manages to keep their hold on Shadowrun that long).  If I need more Shadowrun content, I'll make it myself.  At least then I know it'll be edited properly. 
Title: Re: Shadowrun: Anarchy
Post by: Critias on <05-15-16/1540:16>
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?
No.

There's a lot more I'd love to say to this and other comments, but can't, NDAs being NDAs, but things won't be dual statted (and won't need to be).
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <05-15-16/1602:43>
Thanks for confirming Critias.
Title: Re: Shadowrun: Anarchy
Post by: adzling on <05-15-16/1618:13>
It does demonstrate a total lack of care for their loyal customers when they decide to churn out alternate setting and alternate rules systems without fixing the horrific dross they have in 5e first.

...  Wow. 

They can't even be bothered to fix the shoddy rules they've released so far, so they're going to make another set.  Not even a new edition with the intent to not make the same mistakes, just more. 

I'm most definitely NOT thinking "that sounds cool."  This is what it is coming to?  More, different rules instead of fixing the stuff that needs attention? 

I've officially hit the point where I'm not going to financially support Catalyst again.  There isn't an option for redemption at this point.  No more 5th Edition supplements for me (or 6th, if Catalyst manages to keep their hold on Shadowrun that long).  If I need more Shadowrun content, I'll make it myself.  At least then I know it'll be edited properly.
Title: Re: Shadowrun: Anarchy
Post by: Herr Brackhaus on <05-15-16/1618:13>
Then I'm hopeful that the "won't need to be" statement is due to them being compatible with SR5 :D
Title: Re: Shadowrun: Anarchy
Post by: Beta on <05-15-16/1654:58>
Personally I think it sounds (potentially) great.  I love the setting, don't especially love the rules.  Before coming back to SR after a long time away had been playing a more narrative driven rules set that let us play with character sheets and a die or two, SR seemed so crazily retro with the loads of dice and scads of big books (or PDFs).

I'm not positive they'll make something I want to play, but I'm hopeful.  Especially for play by forum types of games this could really be a boon.

And, you know, maybe a simpler, clearer, system will be easier to edit and balance.  I'm hopeful that technomancer and aspected mages will be easier to enjoy, and some of the other balance issues not so much an issue :)
Title: Re: Shadowrun: Anarchy
Post by: ScytheKnight on <05-15-16/2000:04>
Personally I think it sounds (potentially) great.  I love the setting, don't especially love the rules.  Before coming back to SR after a long time away had been playing a more narrative driven rules set that let us play with character sheets and a die or two, SR seemed so crazily retro with the loads of dice and scads of big books (or PDFs).

I'm not positive they'll make something I want to play, but I'm hopeful.  Especially for play by forum types of games this could really be a boon.

And, you know, maybe a simpler, clearer, system will be easier to edit and balance.  I'm hopeful that technomancer and aspected mages will be easier to enjoy, and some of the other balance issues not so much an issue :)

Pretty much my view... I don't hold out any major hopes for this, but it has piqued my interest.

Don't get me wrong, I really, REALLY wish they'd just fix 5th Ed to begin with, but both me and my players love the world and setting, so if there's a way to play without getting tripped up on a lack of clarity, then it may be a direction we'll go.
Title: Re: Shadowrun: Anarchy
Post by: DarkSpade on <05-16-16/2145:09>
What am I missing here?  I don't see any mention of this being an alternate setting.  Sounds like it's the same universe, but with a different rule set.

If it means I can throw a grenade down a hallway without needing a scientific calculator to figure out damage, I'm all for it.
Title: Re: Shadowrun: Anarchy
Post by: Beta on <05-16-16/2211:34>
What am I missing here?  I don't see any mention of this being an alternate setting.  Sounds like it's the same universe, but with a different rule set.


I think that part is a complaint about Court of Shadows.

(or not, not always easy to tell the specifics when someone is generally unhappy)
Title: Re: Shadowrun: Anarchy
Post by: Linkdeath on <05-19-16/0001:43>
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.

This is one thing I'm going to have to strongly disagree with you on. In my opinion, drones are a big part of the flavor of the world, as are summoned spirits. You simply can't get rid of them and still have Shadowrun.
Title: Re: Shadowrun: Anarchy
Post by: DeathStrobe on <05-19-16/0033:40>
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.

This is one thing I'm going to have to strongly disagree with you on. In my opinion, drones are a big part of the flavor of the world, as are summoned spirits. You simply can't get rid of them and still have Shadowrun.

Don't get me wrong, army of spirits/sprites/drones/agents is cool and thematic, but they add a lot of complexity to the system and can take away from the importance of the player character.
Title: Re: Shadowrun: Anarchy
Post by: ScytheKnight on <05-19-16/0216:57>
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.

This is one thing I'm going to have to strongly disagree with you on. In my opinion, drones are a big part of the flavor of the world, as are summoned spirits. You simply can't get rid of them and still have Shadowrun.

Don't get me wrong, army of spirits/sprites/drones/agents is cool and thematic, but they add a lot of complexity to the system and can take away from the importance of the player character.

Frankly if they where simplified, and lets face it a LOT Fing clearer and what they can and can't do (and HOW), it would solve many of the issues.
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <05-22-16/1947:54>
I love the Shadowrun setting and I like many aspects of the rules, but there are WAY too many rules spread over too many books and they're overly complicated for no good reason. Any time I take a break from the game for 4+ months I basically forget every hacking rule and many magic rules. The vehicle rules are really cumbersome too. I really wish the game was a lot lighter on rules so the focus can be on gameplay and story. Having to constantly reference a book during a session or write down paragraphs of rules before a session or make up rules on the fly because you can't remember everything is just not ideal.

5th edition is definitely my favorite and I really like most aspects of it but learning the rules feels like a college course more than it feels like preparing to play a game with friends. If the new rule set is simple and doesn't make the gameplay bland, I'm going to buy it and use it. The main stuff I need from books is gear, skills, qualities, spells, ware and fluff. I really don't need rules upon rules. Look at D&D 5th edition, they made it so simple and it's really easy to dive into the game and even master the rules in a reasonable timeframe. Bottm line for me is that I play rpgs for the immersion, the experience, not for complex rule systems. This new product could be a huge hit for me, HUGE! I just hope it doesn't make the gameplay elements boring.
Title: Re: Shadowrun: Anarchy
Post by: Starglyte on <05-22-16/2212:53>
I have friends who won't play Shadowrun because of the large rule set. Hopefully, this book will get them to play Shadowrun.
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <05-23-16/0907:10>
I have friends who won't play Shadowrun because of the large rule set. Hopefully, this book will get them to play Shadowrun.

Understandable. It is really out of hands when there are dozens if not hundreds of things you need to memorize just to play a hacker. When I hear about new players trying a decker as their first character I actually feel bad for them because it's just too much.
Title: Re: Shadowrun: Anarchy
Post by: jim1701 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.   :(
Title: Re: Shadowrun: Anarchy
Post by: Csjarrat 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
Title: Re: Shadowrun: Anarchy
Post by: Aaron on <06-21-16/0802:21>
I know it's going to be demoed at Gen Con. Was it demoed at Origins at all?
Title: Re: Shadowrun: Anarchy
Post by: Kincaid on <06-21-16/0828:33>
The only things I saw on the demo tables was Valiant and Vikings.
Title: Re: Shadowrun: Anarchy
Post by: Banshee 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
Title: Re: Shadowrun: Anarchy
Post by: Mirikon 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.
Title: Re: Shadowrun: Anarchy
Post by: Sendaz 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.
Title: Re: Shadowrun: Anarchy
Post by: Brian Downes 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.
Title: Re: Shadowrun: Anarchy
Post by: Patrick Goodman 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.
Quote
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.
Quote
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.
Quote
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.
Quote
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.
Title: Re: Shadowrun: Anarchy
Post by: The Tekwych 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.
Title: Re: Shadowrun: Anarchy
Post by: Marzhin 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.
Title: Re: Shadowrun: Anarchy
Post by: adzling on <07-24-16/1153:26>
who get's two hour lunch breaks?!
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose 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
Title: Re: Shadowrun: Anarchy
Post by: Marzhin 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 ;)
Title: Re: Shadowrun: Anarchy
Post by: Carmody 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!
Title: Re: Shadowrun: Anarchy
Post by: PiXeL01 on <07-24-16/1800:35>
Food is a huge part of not the biggest part of Japanese life, yet us living here are lucky to get even an hour! (Not that I care about food, being Danish)
Title: Re: Shadowrun: Anarchy
Post by: adzling on <07-24-16/1801:33>
so not to derail this thread but i gotta ask.
Does your day start at 8am and end at 6pm just so you can fit a 2 hour lunch into an 8 hour work day?

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 ;)
Title: Re: Shadowrun: Anarchy
Post by: Marzhin on <07-24-16/1805:48>
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!

Of course. I was joking. (Although we do get two hours lunch breaks where I work. On the other hand, our days end pretty late, rarely before 7 or 8PM.)
Anyway, we should probably get back to the topic.
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <07-24-16/1811:04>
Anyway, we should probably get back to the topic.
Right.  Recursive cupcakes.

(http://pegitboard.com/pics/t/37861.jpg)
Title: Re: Shadowrun: Anarchy
Post by: Mephisto on <07-25-16/1716:14>
Blech. This is like Shadowrun's nuclear shadow. If Shadowrun's lore is the sweet, sweet jelly, it's crunch is the extra crunchy peanut butter.

This is just my opinion, of course, but since mine is the only one that matters...  :P
Title: Re: Shadowrun: Anarchy
Post by: DarkSpade on <07-28-16/1746:57>
Alpha Strike didn't ruin Battletech, so I doubt Anarchy is going to hurt Shadowrun.  If anything, it might bring in people who were otherwise put off by the complex rules.   (much like Alpha Strike has done)

My group has already shelved Shadowrun because of it's complexity. It's just easier and quicker for us to run almost anything else. We love the world and want to play in it, but we got tired of constantly having to dig through the book(because the index blows) every 10 minutes.   We're already talking about jumping back into it a soon as we get our hands on Anarchy.
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <07-29-16/0511:12>
Alpha Strike didn't ruin Battletech, so I doubt Anarchy is going to hurt Shadowrun.  If anything, it might bring in people who were otherwise put off by the complex rules.   (much like Alpha Strike has done)

My group has already shelved Shadowrun because of it's complexity. It's just easier and quicker for us to run almost anything else. We love the world and want to play in it, but we got tired of constantly having to dig through the book(because the index blows) every 10 minutes.   We're already talking about jumping back into it a soon as we get our hands on Anarchy.

My group gave up on Shadowrun  a few times due to the complex rules. Learning thim is a challenge but even if you do learn them, any 6 month to 1 year break means everyone has to re-read the rules, it's kind of annoying :P We still play and have a lot of fun but switching to Anarchy looks likely. We favor simple rules, fast session building, and quick gameplay in rpgs these days. The only thing I'm not too sure about is the cue system. Hopefully Anarchy is a great product!
Title: Re: Shadowrun: Anarchy
Post by: Carmody on <07-29-16/0955:52>
At the table I am GMing I am the only one to know the rules properly, the other ones merely know the bare minimum. Needless to say that they do not optimize their character at all and they de not like to dig into books and books of equipement, spells, cyber, etc.
So I am looking forward for Anarchy with much attention.

I do not know at all about the cue system however, can it be summarized quickly?
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <07-29-16/1425:37>
I'd like some clarification on the cue system too. From what I've read (not much), the cue system asks you to create a set of "cues" for your character which are intended to help roleplay your character in an interesting and consisten manner. An example of a cue would be "Shoot first, ask questions later.". So you make about 8 cues and they help shape your character's behavior. DnD 5e uses something similar but I don't quite care for the setup, however, it is pretty effective and a very nice refresher before you begin a session, especially useful if you haven't played in a while. There are also "action cues", but I don't know what those are exactly.

Every edition I go on a book buying frenzy, it's nice to have lots of character options. However, the main reason I play shadowrun is for the roleplaying, playing in an interesting setting and doing fun things. The only issue I've ever really had with shadowrun is the rules. 500 page tomes are fun to read but having a million rules spread over hundreds of pages is not practical. The rules should help roleplaying, not slow it down or scare off players. That's of course just my opinion, but I know that a lot of people do share it (probably mostly gone though). I'm really hopefully that Anarchy is a success and that a few years down the road, 6th edition will be cleaned and simpler.
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <07-29-16/2042:45>
Just curious, isn't the Cue system used in Cosmic Patrol using assorted dice of d4 through d20.

Is the Anarchy version going this route or is it still going to be d6 driven?
Title: Re: Shadowrun: Anarchy
Post by: Critias on <07-29-16/2058:11>
Just curious, isn't the Cue system used in Cosmic Patrol using assorted dice of d4 through d20.

Is the Anarchy version going this route or is it still going to be d6 driven?
Jason revealed elsewhere (so I feel safe sharing), it's d6 driven.
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <07-30-16/1104:37>
From Tumblr (http://catalystgamelabs.tumblr.com/post/148196454241/gen-con-is-next-week), looks like we have a preview of the cover:

(http://65.media.tumblr.com/e85b97b757a16e60281709f99b6448eb/tumblr_inline_ob4pyjd5cf1s9c9hj_500.jpg)

Looks awesome!! ;D
Title: Re: Shadowrun: Anarchy
Post by: Herr Brackhaus on <07-30-16/1136:12>
Oh look, a street samurai with a cyberarm. How fitting :)
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <07-30-16/1645:59>
Huh.  Been a long time since I've seen a man in that pose.  Lovely reminder of just how ludicrous it is.  Now, we just need him to lift his left arm a little bit and turn his hips a lot to make it a true mockery of the classic double boob double butt pose.
Title: Re: Shadowrun: Anarchy
Post by: incrdbil on <07-31-16/1227:12>
This is a great idea. I don't Find Shadowrun too complex in rules. I find the mechanics a bit burdensome. Something a bit more simplified: less dice to roll, fewer rolls to make. Having a one dice roll mechanic, with just a handful of dice would make the game move along so much better. Revamp the movement and initiative system to be a bit less fiddly. No more initiative subtractions, just 'lose an action' type reactions. Simplify recoil, and a few other modifiers so you aren't having to do calculations all the time.

But keep enough detail to keep flavor. Gear should matter. Subtle differences in devices, vehicles, guns, spells should matter.

So, I'm not opposed to thsi option. Unfortunately, Cue is about the worst option imaginable to do it with.  Cue is throwing the baby out with the bathwater. Its too little detail, too little flavor..its..well, one of those trendy games, but in the end, ultimately unsatisfying to player and gamemaster alike. (I wont even speak to the shared storytelling angle. Shadowrun is a game completely unsuited to that.)

Tried to Like Cosmic Patrol. Really wanted to like the Valiant game. In the end, the Cue system just made me say no. To make Cue into something worthy enough to present a fun Shadowrun game is going to be a heck of a rewrite.

Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <07-31-16/2253:06>
CGL employees have stated, iirc, that Shadowrun will be using a modified version of the cue system. Perhaps it will fare better than you fear :)
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <08-01-16/0726:16>
You might want to check out the blog (http://www.shadowruntabletop.com/2016/07/shadowrun-anarchy-why-we-took-a-cue/). Jason goes into some detail around the Cue system and how it is being adapted for Anarchy.
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <08-01-16/1057:02>
Just curious, isn't the Cue system used in Cosmic Patrol using assorted dice of d4 through d20.

Is the Anarchy version going this route or is it still going to be d6 driven?
Jason revealed elsewhere (so I feel safe sharing), it's d6 driven.
You might want to check out the blog (http://www.shadowruntabletop.com/2016/07/shadowrun-anarchy-why-we-took-a-cue/). Jason goes into some detail around the Cue system and how it is being adapted for Anarchy.
Thanks for that Critias and AJ.

Was just curious, can use either types of dice, but SR has always been the proverbial bucket of d6 so fun to keep in that spirit.

At least until someone figures out to make Morpheein Style Dice (https://en.wikipedia.org/wiki/Morpheein#/media/File:Morpheein_dice.PNG)
Title: Re: Shadowrun: Anarchy
Post by: incrdbil on <08-01-16/1912:43>
I can live with detail. I'd rather dump the buckets of d6. to a more manageable handful, at most. Or dump d6 completely. d10's, d20's, , percentile system whatever. The type of dice doesn't matter.
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <08-01-16/1925:06>
Anarchy will be a d30 system.
Title: Re: Shadowrun: Anarchy
Post by: Mephisto on <08-02-16/1210:23>
Anarchy will be a d31 system.

FTFY...  ;D
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-02-16/1454:01>
From what I've read, Anarchy will be using d6 exclusively.
Title: Re: Shadowrun: Anarchy
Post by: Bull on <08-02-16/1823:30>
I'm gonna make a buckets of D20 system.  Best of both worlds.
Title: Re: Shadowrun: Anarchy
Post by: Dinendae on <08-02-16/2348:27>
I'm gonna make a buckets of D20 system.  Best of both worlds.

Rolling a lot of d6 dice can be challenging enough, so I shudder to think of rolling a similar amount of d20 dice.  :o
Title: Re: Shadowrun: Anarchy
Post by: Sterling on <08-03-16/0532:43>
I'm gonna make a buckets of D20 system.  Best of both worlds.

Rolling a lot of d6 dice can be challenging enough, so I shudder to think of rolling a similar amount of d20 dice.  :o

The original Fading Suns game used a bucket of D20 system.  That they chose to change it for 2nd edition says volumes about how awkward it was.
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <08-03-16/1015:22>
Rolling a lot of d6 dice can be challenging enough, so I shudder to think of rolling a similar amount of d20 dice.  :o
A d100 system.  Similar dice pools.  Prime numbers are successes.
Title: Re: Shadowrun: Anarchy
Post by: Aaron on <08-05-16/1151:53>
Rolling a lot of d6 dice can be challenging enough, so I shudder to think of rolling a similar amount of d20 dice.  :o
A d100 system.  Similar dice pools.  Prime numbers are successes.

End you have to use actual d100s and not cheat with two d10s.

Ideally you'd play on a concrete or hardwood surface.
Title: Re: Shadowrun: Anarchy
Post by: Patrick Goodman on <08-05-16/1351:29>
Nah; you want them to stop rolling *sometime*.
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <08-06-16/0851:11>
Someone over on RPG.net posted the following pict:

(https://pbs.twimg.com/media/CpIL2_jVUAEDJBJ.jpg:large)
Title: Re: Shadowrun: Anarchy
Post by: DeathStrobe on <08-06-16/1148:34>
I like how simple it looks. It even looks like without even knowing all the rules that I can understand what each part of the charsheet is doing.

I really like the reduced attributes. But it's odd that there are 2 physical and 3 mental attributes. I'd have honestly tossed charisma in to will power, or visa versa. They're both kind of a representation of someone's personality, so I think it makes sense to just make them one stat.
Title: Re: Shadowrun: Anarchy
Post by: Hobbes on <08-06-16/1335:25>
I like how simple it looks. It even looks like without even knowing all the rules that I can understand what each part of the charsheet is doing.

I really like the reduced attributes. But it's odd that there are 2 physical and 3 mental attributes. I'd have honestly tossed charisma in to will power, or visa versa. They're both kind of a representation of someone's personality, so I think it makes sense to just make them one stat.

It's still a Stat+Skill kind of system so different Archetypes use the different stats.  Will for magic, Logic for Hacking and probably technomancering, Agility for shooting, Str for stabbing, Charisma for Socializing.  If you smush Charisma and Willpower together everyone becomes a Face/Mage.
Title: Re: Shadowrun: Anarchy
Post by: Fabe on <08-06-16/1421:36>
Looks like the Anarchy rules are partly  based on the ones for Cosmic Patrol.
Title: Re: Shadowrun: Anarchy
Post by: Patrick Goodman on <08-06-16/1502:00>
Yup. Built on the Cue system from Cosmic Patrol and Valiant.

Book looks pretty.
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-06-16/1730:20>
I'm extremely excited about this. I am 100% going to switch to Anarchy and never look back. Looks like a lot of the old books will still come in handy too. This is pretty much my dream come true. Thanks to everyone that had a hand in making this.
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <08-06-16/2052:54>
looks good and cant wait to see it.

So is the physical book coming out first or should we expect the pdf first?
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-06-16/2313:40>
looks good and cant wait to see it.

So is the physical book coming out first or should we expect the pdf first?

Please let them both come out at the same time ^_^ Also, it would be amazing if the rules section of the book did not require any future errata.
Title: Re: Shadowrun: Anarchy
Post by: Imladir on <08-07-16/0220:15>
There's a physical version at GenCon, so the physical version came first ^^
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-07-16/0241:40>
Touche. Can't argue that :D
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <08-07-16/0927:37>
There's a physical version at GenCon, so the physical version came first ^^
Except the GenCon run tends to be a VERY limited pre-run and does not reflect when the actual main physical run will turn up for the people who could not attend..

If you recall Origins in 2013, they had the 5th ed books in softcover being offered for that event, but for the rest of us it was the PDF that came out first in July while the actual hardcover came out a bit afterward in September.
Title: Re: Shadowrun: Anarchy
Post by: Fabe on <08-07-16/1531:50>
Yup. Built on the Cue system from Cosmic Patrol and Valiant.

Book looks pretty.

Will Anarchy use a dedicated GM or will it have a rotating 'narrator' like cosmic patrol?
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <08-07-16/1948:36>
There's a physical version at GenCon, so the physical version came first ^^
Except the GenCon run tends to be a VERY limited pre-run and does not reflect when the actual main physical run will turn up for the people who could not attend..

If you recall Origins in 2013, they had the 5th ed books in softcover being offered for that event, but for the rest of us it was the PDF that came out first in July while the actual hardcover came out a bit afterward in September.

I thought I saw/read somewhere that the print version of Anarchy at GenCon was a preview. Hence, I wouldn't be surprised if here were some content changes in the final version.
Title: Re: Shadowrun: Anarchy
Post by: odd on <08-07-16/2050:26>
Yeah, the GenCon version wasn't even Alpha/Beta just prototype.  I was surprised at how nice it looked though.  Also at the podcaster thing Opti and Rusty said that there are still going to be more changes before the final.
Title: Re: Shadowrun: Anarchy
Post by: DarkSpade on <08-07-16/2059:14>
I really wouldn't call this an early release.  The word "prototype" isn't there as a sub title, it's a warning.  It's not the final release.  Kind of like how they had the beta version of CBT's strat ops book.  I haven't gotten to do more than skim my copy, but a friend read his cover to cover while at the con.  From what he told (and sometimes showed) me as he read, the gencon book is far from a final release and may even be more of an alpha than a beta release.   There is a lot of potential in there though and I hope catalyst pays close attention to the feedback I'm sure they're going to start receiving over the coming weeks.

Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-08-16/0633:30>
Update: Here is a link showing quite a few characters. https://imgur.com/a/fqOvk
Title: Re: Shadowrun: Anarchy
Post by: jim1701 on <08-09-16/1602:53>
I hope the book includes a conversion guide for equipment and metatypes (and characters if possible.)  I'm willing to give it a chance so long as I don't have to buy a whole new line of resource books to support it. 

Have they given any idea when they will be ready to send this off to the printers? 
Title: Re: Shadowrun: Anarchy
Post by: Shadowjack on <08-09-16/1649:51>
I think there is a conversion guide in the book, pretty sure I heard that.
Title: Re: Shadowrun: Anarchy
Post by: Critias on <08-09-16/2257:55>
I think there is a conversion guide in the book, pretty sure I heard that.
To clarify;  there is not in Prototype (the preview booklet), conversion stuff will be in the "real" main book.
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <08-10-16/0202:19>
I think there is a conversion guide in the book, pretty sure I heard that.
I get the feeling the notion of a conversion guide misses the point of the system in a grand way.

How do you convert your Einfeld AS-7 assault shotgun modified with gas vent 3, personalized grip, internal smart link, sunderbarrel flamethrower, made of composite materials, plus built-in marshmallow roaster?  You have a shotgun and a flamethrower.  Go.

How to model this particularly combined array of carefully selected combat 'ware?  You have an augmentation perk that helps you do X.  Or a few augmentation perks that help you do X, Y, and Z.

I sincerely doubt the gear porn will be nearly so center-stage.
Title: Re: Shadowrun: Anarchy
Post by: jim1701 on <08-10-16/0248:41>
I think there is a conversion guide in the book, pretty sure I heard that.
I get the feeling the notion of a conversion guide misses the point of the system in a grand way.

I strongly disagree.  The gear might be simpler to fit the streamlined rule set but Shadowrun was, is and shall ever be a very gear centric game.  All you need are the rules to convert the damage code, range and armor penetration for the basic stats then you have a set of specials that can be assigned to a weapon to represent the special effects.  At least based on what I see in the sample characters that seems to be the goal IMO and that is a good thing. 

The lack of a conversion guide would have turned off a lot of existing players IMHO.  It should be a big boost for new players as well.  They won't have to wait for new Anarchy specific supplements to come out.  They can just buy existing SR5 books and using the conversion guide.  The fact it exists shouldn't be a deterrent to anyone else.  A conversion guide is a win-win for everyone as far as I'm concerned. 
Title: Re: Shadowrun: Anarchy
Post by: Blue Rose on <08-10-16/0325:37>
If this book does its job, you won't need follow-up books to implement the various gear.  It will have what you need for whatever gear in its simplified form (read: "This is a shotgun.  Shotguns do X."), whether it's augmentation, weaponry, magic, whether from a book or from your own imagination.  You don't need Chrome Flesh: Anarchy to say a Radar Sensor gives you an extra sense to roll perception with, and maybe a bonus on the roll.  The structure of a system like this is fundamentally not book after book after book of more and more crunch.

If this game is made the way it looks like it's going, you don't need a book with the stats for rocket skates in order to have a piece of gear that lets you run faster sometimes.
Title: Re: Shadowrun: Anarchy
Post by: briecs on <08-13-16/0023:51>
Hi! I'm new to the forums (been hesitant to join for various reasons). I've previously played 3e, but haven't had a group available to play the newer editions. I got ahold of a copy of Shadowrun: Anarchy's prototype from Gen Con, and I did a review: http://www.briecs.com/2016/08/shadowrun-anarchy-gen-con-prototype-review.html A couple of the freelancers have commented on it, as well. Might be useful! (Note, also posting this to the specific Anarchy forum for people to easily find. :) )
Title: Re: Shadowrun: Anarchy
Post by: Critias on <08-13-16/0123:33>
*waves*  Hiya, Brie!  Russell Zimmerman here.  Good to see ya, welcome to the forum, yadda yadda yadda.
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <08-13-16/1046:27>
Welcome to the Madhouse Briecs and nice writeup :)

Been looking forward to this being released for a while now and your writeup just reinforces this sentiment.
Title: Re: Shadowrun: Anarchy
Post by: briecs on <08-13-16/2351:06>
Thank you very much!

I'm really looking forward to the full release. I have moved away from a lot of traditional systems for time and health reasons (among other sundry things), so the changes introduced in the prototype could really help a lot for me! It will be great to get back into SR again, as it's always been my favorite setting. :)
Title: Re: Shadowrun: Anarchy
Post by: Marzhin on <08-14-16/0748:00>
Very cool preview, thanks for sharing :) Can't wait for the final product.
Title: Re: Shadowrun: Anarchy
Post by: wamphyri on <08-23-16/1708:38>
It looks interesting.

I'm wondering if it will be possible to mix and match rulesets from anarchy and shadowrun 5e. For example for those that don't like the matrix rules using the anarchy ruleset for decking while using shadowrun rulesets for other parts.
Title: Re: Shadowrun: Anarchy
Post by: Papa Troll on <08-23-16/2148:55>
Hoi all.  New to da forums here. Have to say I'm lookin' forward to picking up da Shadowrun Anarchy book, sounds shiny.

Papa Troll
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <09-21-16/0732:55>
From Tumblr (http://catalystgamelabs.tumblr.com/post/150705535961/shadowrun-anarchy-the-character-sheet), sample character and character sheet:

(http://66.media.tumblr.com/caa87208b9bde6a17284b92038547a23/tumblr_inline_odtxmraN0d1s9c9hj_500.jpg)

(http://67.media.tumblr.com/e59b620223c1e98783df50de7a0855f1/tumblr_inline_odtxog3GNU1s9c9hj_500.jpg)
Title: Re: Shadowrun: Anarchy
Post by: Marzhin on <09-21-16/0832:36>
This character is featured in one of the stories from World of Shadows, Thunderstruck by Patrick Goodman :)
Title: Re: Shadowrun: Anarchy
Post by: Critias on <09-21-16/1504:28>
This character is featured in one of the stories from World of Shadows, Thunderstruck by Patrick Goodman :)
And the sheet was also written by Patrick.

If you're up on recent fiction, Thunder's also not the only familiar face you'll see among the sample characters.  :)
Title: Re: Shadowrun: Anarchy
Post by: Sendaz on <09-28-16/1628:51>
any word on final release?
Title: Re: Shadowrun: Anarchy
Post by: Critias on <10-01-16/0442:10>
any word on final release?
Blammo!

DTRPG: http://www.drivethrurpg.com/product/194759/Shadowrun-Anarchy?src=newest

BattleShop:  http://www.battlecorps.com/catalog/advanced_search_result.php?keywords=27010&x=0&y=0

Enjoy!
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <10-01-16/0622:15>
Some info on Tumblr (http://catalystgamelabs.tumblr.com/post/151174867636/crazy-sixth-world-action) as well:

(http://66.media.tumblr.com/be966d02bea8a6ff17d4c3e3f581e359/tumblr_inline_oecn5tnWaw1s9c9hj_500.jpg)

(http://65.media.tumblr.com/dca43278a781ffe004a1e687dce765e9/tumblr_inline_oecneta0kc1s9c9hj_500.jpg)
http://66.media.tumblr.com/e8cfe5b90a221765db9b1f79524d53e7/tumblr_inline_oecnez7e5t1s9c9hj_500.jpg (http://66.media.tumblr.com/e8cfe5b90a221765db9b1f79524d53e7/tumblr_inline_oecnez7e5t1s9c9hj_500.jpg)

Title: Re: Shadowrun: Anarchy
Post by: odd on <10-01-16/0643:44>
What are the big differences from the prototype
Title: Re: Shadowrun: Anarchy
Post by: Patrick Goodman on <10-01-16/0736:21>
Quite a bit of rules changed due to player feedback. A GM advice chapter and a player advice chapter. Twenty-four additional full-fledged PCs, with the six from Prototype revised to the final chargen rules. Something like 30 total mission briefs/adventures. The real opening fiction, not a reprint of the SR5 opener (though the new piece is also by Rusty). Worth the $15 price of admission, I think.
Title: Re: Shadowrun: Anarchy
Post by: Drudenhaus on <10-01-16/1840:27>
Any word on a the street date for the dead tree version?
Title: Re: Shadowrun: Anarchy
Post by: Gingivitis on <10-02-16/0206:15>
Is there already an appropriate place for asking questions about the final version?  I have the PDF from DBRPG but staying up till 4 in the morning reading it all brought up some questions...
Title: Re: Shadowrun: Anarchy
Post by: Critias on <10-02-16/0550:41>
Is there already an appropriate place for asking questions about the final version?  I have the PDF from DTRPG but staying up till 4 in the morning reading it all brought up some question...
There's a whole Anarchy subforum for discussion, yeah.  :)
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <10-04-16/2002:15>
From Tumblr (http://catalystgamelabs.tumblr.com/post/151297898501/shadowrun-anarchy-cover-development), some info on the art and development of the cover:

(http://67.media.tumblr.com/9989bd2d6a60098938d01fc97692e0aa/tumblr_inline_oehgn4gMiQ1s9c9hj_500.jpg)

(http://68.media.tumblr.com/5bb7d44c20ed67161d430705b092e843/tumblr_inline_oehgspoxKf1s9c9hj_500.jpg)

(http://67.media.tumblr.com/2909febecae593b5b4d5fcc3b5ae3bff/tumblr_inline_oehh6l2AKd1s9c9hj_500.jpg)
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <10-09-16/0736:31>
A lot more info on the cover development is up on Tumblr (http://catalystgamelabs.tumblr.com/post/151524128166/shadowrun-anarchy-cover-development).

A couple of images:

(http://66.media.tumblr.com/889bb9cfdbece26e911cefa8c7f173f0/tumblr_inline_oeqpskp4iN1s9c9hj_500.jpg)

(http://67.media.tumblr.com/bca2860e3773d8e140baeb03fca95e74/tumblr_inline_oeqpssQFVX1s9c9hj_500.jpg)
Title: Re: Shadowrun: Anarchy
Post by: Cosmic55 on <04-16-17/2035:07>
Is there already an appropriate place for asking questions about the final version?  I have the PDF from DTRPG but staying up till 4 in the morning reading it all brought up some question...
There's a whole Anarchy subforum for discussion, yeah.  :)

Any chance you could link this sub forum? I have questions. :P

(Maybe it's because I'm on my iPad, but having navigation issues on this forum and it is extremely slow - can't find an Anarchy subforum)

Thanks!
Title: Re: Shadowrun: Anarchy
Post by: AJCarrington on <04-16-17/2046:41>
Here ya go:

Shadowrun: Anarchy (http://forums.shadowruntabletop.com/index.php?board=32.0)