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Anyone playing 6e currently?

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Typhus

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« on: <11-14-19/2022:29> »
I'd be curious how it's going for you and your group(s).


Shadowjack

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« Reply #1 on: <11-14-19/2109:37> »
I've been having a great time with 6E. It seems like we'll go pretty deep into the current campaign. I GM and the campaign is set in the Seattle Underground but there are some jobs above ground as well. Now I just need to find a way to work in the 15 or so contacts the players have lol.
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Noble Drake

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« Reply #2 on: <11-14-19/2316:47> »
It's going fine... the story is focused on a gang moving into the neighborhood in which the PCs live. The only hang-ups thus far were during character creation, which took the group 8 <expletive deleted> hours, but none of that was the fault of the game rules.

jman5000

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« Reply #3 on: <11-14-19/2357:03> »
just about to get started.  first time ever running a SR game of any edition, and most of the players are also first timers (Save for 1).  we've already created characters, and will launch the game in about 2 weeks.

super stoked, super intimated by learning the crunch!

Cheers,

J.

Michael Chandra

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« Reply #4 on: <11-15-19/0350:19> »
Playing a Street level short campaign, where the GM ran into a few questions which I could answer with 'should be X' or 'general assumption is X', also running Open Events using Beginner Box characters which helps playing with low PR enemies. Going fine so far.
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CigarSmoker

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« Reply #5 on: <11-15-19/0546:03> »
Playing as GM for a group consisting of:

-Hacker(Decker),
-FullMage
-Qi Adept Troll Unarmed

so all aspects of the game are used except for Rigging ... not planning any car chases

So far i made one complete "run". [I bought "DNA/DOA" for 1 € and adapted it for SR6 ... which worked pretty well.]

Now i bought 3 more SR5 "runs" and will run them in the next weeks ...

I have a lot of experience as GM but this is the first time for me GMing Shadowrun.

No Houserules are used ... Edge was less of a problem than i expected.

Aria

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« Reply #6 on: <11-15-19/0622:00> »
Playing pbp here (Dome Sweet Home)... slow going but that’s pbp rather than 6e... yet to hit any real crunch or see how the edge mechanics work in pbp but looking forward to finding out!
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skalchemist

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« Reply #7 on: <11-15-19/1045:25> »
We've created characters, and will start a monthly campaign next month.

MercilessMing

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« Reply #8 on: <11-15-19/1127:12> »
Playing a lower-powered Redmond based campaign that the PC's can then "graduate" out of, for a group of mostly SR newbies.  Used BBCDE priorities, no resources or magic above C.

Very first game, ran into:
"Does anticipation + full auto mean I can hit 10 targets with full dice pool" and
"why do I do more damage and higher AR with my fists than my combat axe"

¯\_(ツ)_/¯  These problems presented themselves in my first game, you'd think extensive playtesting would have caught it too.

I'm taking some inspiration from Blades in the Dark with a Crew sheet, basically upgrades, territory/influence, and minions they can earn for their base, earn some passive nuyen, get more done in downtime, and create adventure hooks where NPCs threaten their holdings.

Story-wise, my factions are the Touristville mafia, Kalandyr, Anarchists, the Salish, gangs, and a cult from CalFree whose name rhymes with Bluniveral 'Nother Good.  Megacorps don't have interest in Redmond, yet.

The PCs identify as a smuggling group.  They have a pickup that's essentially a tactical with a mounted machine gun and AK-97 for roaming the wastes between Touristville and the Salish border.  The characters map pretty well to the crew of the Millennium Falcon, swear it was coincidence.. you've got a human roguish smuggler who is a Reaction pilot, quick draw, with Con.  Big brutish ork gunner/tech/close combat guy whose native language is or'zet.  Human-looking elf ex-cult leader mysad Face, and a naive human teenage adept, stealth specialist.

Probably will have chase scenes pretty regularly, either with the Border Patrol or Rusted Stilettos, who I've turned into essentially a mad max kind of group.

I'll be dipping into the Shadowrun classics for some major adventures.  Working on adapting Dreamchipper and the UB for some status-quo changers.


« Last Edit: <11-15-19/1158:14> by MercilessMing »

Michael Chandra

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« Reply #9 on: <11-15-19/1137:15> »
¯\_(ツ)_/¯  These problems presented themselves in my first game, you'd think extensive playtesting would have caught it too.
To 'catch' it, they first would have to consider it a bug rather than intent.

As for Anticipation, the only question there is 'do we allow Multiple Attacks (and thus Anticipation) with FA'. For the rest, clarification is underway but yeah, 10 adjacent targets with the same FA burst is perfectly fine if you allow Anticipation with FA.
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Noble Drake

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« Reply #10 on: <11-15-19/1208:38> »
"why do I do more damage and higher AR with my fists than my combat axe"

¯\_(ツ)_/¯  These problems presented themselves in my first game, you'd think extensive playtesting would have caught it too.
Elaborating on Michael's point that this has to be considered a "bug" in order to have been "caught", an anecdote of my own group:

After playing the begginer box scenario, on player had a question; "Does strength not affect the damage of melee weapons?" He was asking because he'd played  a character with a sword and wasn't sure how, if at all, the Strength rating of the character factored into the damage value listed for the sword because it seemed (because it was) unmodified.

The player was very much against it being the case that Strength not be included in melee weapon damage and suggested I house-rule something to "fix it." however, when I presented a rule that would allow for Strength to influence the damage of melee weapons it also addressed what I saw as being an issue -  that unarmed strikes could not only be higher damage than melee weapon damage, but that at the higher end unarmed damage is comparable to anti-vehicular weapons - the player decided that the default rules were actually "okay" because "it's kind of cool that a big-bad troll could punch a car out of commission, and that gives a strength-oriented combat option so melee weapons don't need to be that"

Did that make perfect sense to me? Nope, but it made sense to him and that's good enough since the problem is not the rules themselves but the attitude the player has towards the rules - and maybe a similar reasoning is held by the devs and that's how we ended up with everything except unarmed damage reigned in to a much narrower scope than prior editions.

MercilessMing

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« Reply #11 on: <11-15-19/1236:17> »
I don't want to take this topic too off the rails, it was just meant to express how 6E is going for me, but at my table the issue was raised by my new-to-SR players.  FA + Anticipation was quickly identified as an OP move the player would actively work toward in every combat, because when the move is that good, it's the only thing that matters. We all agreed that if we allowed it, combat was going to get really stale.
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10 adjacent targets with the same FA burst is perfectly fine if you allow Anticipation with FA.

Did I miss an "adjacent" mention in the CRB?  All I can find is "in range".

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the player decided that the default rules were actually "okay" because "it's kind of cool that a big-bad troll could punch a car out of commission, and that gives a strength-oriented combat option so melee weapons don't need to be that"

For us, it simply didn't make sense for a character to be more deadly without a weapon than with a weapon.  It is cool that a big bad troll could punch a car out of commission, but giving that troll an axe shouldn't make him weaker.  If someone is truly so strong that an axe doesn't improve their attack, then surely that character could pick up a frickin' I-beam or rebar-reinforced concrete pillar or tree trunk, something on that scale would surely improve his attack.  I guess that's advocating for a minimum str based gear list, like Bows.

Michael Chandra

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« Reply #12 on: <11-15-19/1300:18> »
With 'adjacent' I simply mean that the GM still decides whether the attack can actually reach them all, as the rules note 'assuming [...] enemy placement allow it'.
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cantrip

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« Reply #13 on: <11-18-19/2334:10> »
Ran the Beginner Box Battle Royale a couple of times this summer at a convention and just came back from our area fall convention this weekend and had a chance to play a four hour slot as a player. It went well - a few questions here and there, but I liked how edge was working and the combat flowed well.

Our weekly group is also working on making new players (5E game), so we should have a weekly game of 6th in the near future - everyone is looking forward to it.   :)

Jacket85

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« Reply #14 on: <11-20-19/0451:38> »
We are a team playing in Korea

Six people including master play now

We've been doing 6e for the first time

There are a few things that aren't clear, so I'm asking questions here ...

It's hard because I don't speak English, so it takes a long time to apply the rules to the game.