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Post by Username17 »

Stahlseele wrote:Yeah, dumpshock is slowly dieing.
For a short time, SR4 brought back some activity back then.
But SR5 was just not different enough from SR4 and certainly not good enough to actually warrant a switch for most people i guess.
And at some point, all the theorycrafting has been done.
All the newbie comprehension questions have been answered.
I don't think that's it at all. We could talk about the interaction of various Shadowrun corporations and various Shadowrun countries forever. Every year has another year's worth of events and we could talk about how those events affected all the groups and states and corporations and plots that weren't explicitly mentioned in the books that actually came out. We just don't. Because Shadowrun isn't cool anymore.

I'm sure Catalyst came out with some book or pdf recently and it made various pronouncements about stuff that happened. And we could have a conversation about what those events mean for Renraku or the Pueblo Corporate Council. But we're not going to do that because we don't care enough about the continuity that Catalyst has created to try to create head canons that incorporate the new events.

And some of that is because it's obvious that Catalyst doesn't care enough to make those pronouncements be even vaguely compatible. If we picked up two random declarations about a specific city in Europe or region in Africa, there's no reason to believe those statements would be recognizably from the same setting. Catalyst doesn't have anyone keeping track of the continuity declarations and hasn't since AncientHistory walked out. But some of it is just that the Shadowrun Catalyst has put together just isn't cool enough to bother playing hunt the reference with.

It's like Forgotten Realms in 4e D&D or Vampire: the Masquerade 5th edition - I just don't care enough about the setting to have a discussion about what's going on in it. Shadowrun 5 isn't worth my time to dissect, and because of it there isn't a conversation worth having. Even if I wasn't banned from Dumpshock forever, I still wouldn't go back.

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Post by Whipstitch »

With Catalyst the problem stems mostly from laziness but I do think part of the problem right now with entertainment in general is that we've been weathering some weird post-Abrams phase where a lot of creative types have bullshitted themselves into thinking they could dispense with setting bibles and avoiding plot holes so long as they have a mood or theme to point at while yelling "Semiotics!". I can sympathize with the idea that it's not really the fiddly details that really make a work sing, but I think some people have gone too far and fail to recognize that there's a minimum threshold you have to hit to prevent yourself from tripping people's bullshit meters before you can even make your case.

For example, part of what made Agatha Christie synonymous with the mystery novel is that she crossed her T's, dotted her I's and treated her credibility as currency to be spent wisely. That allowed her to present seemingly contradictory information and have that intrigue the reader whereas if Catalyst or Abrams puts down contradictory information in front of me I'd probably just assume their editors are kinda thick or that we're in for another shaggy dog story respectively. I mean, I get that all art is a made up shell game, but seriously JJ, at least buy me dinner before you fuck me.
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Post by Koumei »

FrankTrollman wrote:Every year has another year's worth of events and we could talk about how those events affected all the groups and states and corporations and plots that weren't explicitly mentioned in the books that actually came out.
I know you mean the way the game world has always basically had a year-by-year update of events in the world, but on a kind of related note: what does SR do when, in a given year, our world has some crazy development (whether in new technology that makes SR cutting edge supertech obsolete, or in the sense of an island shattering from a volcanic eruption then sinking)? I know some "set in the future" settings just put their foot down and be embarrassingly outdated (RIFTS obviously, but it sort of has the "we're rebuilding after the end of the world" shield to hide behind even if the computers and surveillance devices are laughable and many guns look exactly like 70s sci-fi TV), and others basically wait for the next edition to do a big update. What's the Shadowrun response?
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Post by Username17 »

I think JJ really does cut to the heart of the matter. The reason I don't care enough about Shadowrun to be mad at whatever stupid new book they make is the same reason I don't care enough about Star Wars to watch the last couple of Star Wars films or care enough about Masquerade to pick up a copy of V5.

I simply don't have the expectation that these settings are being shepherded by people who even care about making and expanding the setting. If the people creating the expansion content for these settings don't care about how it fits together, why the fuck should I?

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Post by Chamomile »

Koumei wrote:what does SR do when, in a given year, our world has some crazy development (whether in new technology that makes SR cutting edge supertech obsolete, or in the sense of an island shattering from a volcanic eruption then sinking)?
The wise thing to do is situation dependent, but what Shadowrun actually does falls into two camps:

-Events and technology that happened prior to 2012 are clumsily incorporated into the setting's story to make the game's current era a reasonably believable cyberpunk future of the current era when it was released, and quietly ignoring the weird anachronisms this leaves strewn throughout the timeline. So, in the 2050s plugging into the Matrix required a physical connection because that seemed like how electronics was going to work into the indefinite future back in 1988, but in the 2070s wireless connections are now possible.

-Events and technology that happened after 2012 are ignored, because Shadowrun's whole reawakening of magic thing is built around an actual New Age belief related to Mayan calendars that the end of said calendar would bring about some dramatic change in the world. Probably no one on the Shadowrun team believed that a dragon flying over Tokyo would specifically be the thing bringing in the new age, but it seems like some of them might have been expecting something similarly dramatic.

It's also worth noting that the failure of anything particularly dramatic to happen in 2012 was just a few months before the switch from 4e to 5e, so whether this indicates a dogged determination to stick to the Mayan calendar awakening date or just one team handling changes differently from another is unclear.
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Post by phlapjackage »

Koumei wrote:what does SR do when, in a given year, our world has some crazy development...What's the Shadowrun response?
If I understand your question, iirc SR's response is that our world and the SR world diverged at some point in the timeline, I forget exactly when...was it 1998? 2012? Anywho, because of the timeline divergence, stuff that happens in our world doesn't need to be incorporated into SR's world, because they're different timelines...
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Post by Whipstitch »

Most of the obvious warts are definitely in the field of basic consumer level information technology. It's super quaint when Sr3 talks about faxes and lugging around a half dozen devices that don't even merit an app on your phone now. If there's a saving grace, it's simply that even in a world of ubiquitous wi-fi it's still relatively easy imagining that you want a cable when you're wagering your brain that you can take out the MCP in a Tron battle..
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Post by phlapjackage »

Whipstitch wrote:With Catalyst the problem stems mostly from laziness but I do think part of the problem right now with entertainment in general is that we've been weathering some weird post-Abrams phase where a lot of creative types have bullshitted themselves into thinking they could dispense with setting bibles and avoiding plot holes
FrankTrollman wrote:If the people creating the expansion content for these settings don't care about how it fits together, why the fuck should I?
I think this is a huge part of it, it explains the feeling I have. What asshole director for SW was it who said basically, "we don't have any actual story mapped out...just, shit happens, ya'know? The audience can make up whatever theories they want". So yeah, now I don't bother caring or theory-crafting or whatever because nothing I come up with is really true, it's all just obvious bullshit now.

For SR, it started with wireless bonuses and War! and 1 "attack" action and all that. It was so obvious that noone at Catalyst gave a shit for things to make sense or have any internal consistency...so why should I care either?
Koumei: and if I wanted that, I'd take some mescaline and run into the park after watching a documentary about wasps.
PhoneLobster: DM : Mr Monkey doesn't like it. Eldritch : Mr Monkey can do what he is god damn told.
MGuy: The point is to normalize 'my' point of view. How the fuck do you think civil rights occurred? You think things got this way because people sat down and fucking waited for public opinion to change?
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Post by Whipstitch »

I'd long been skeptical of Abrams--I was one of those people who called bullshit on Lost pretty much immediately--but for me the thing that dialed my skepticism meter all the way up wasn't even the new Star Wars but rather Into Darkness. I was willing to cut him some slack because while the first new Trek movie was on the whole kinda lame I felt like the opening destruction of the USS Kelvin sequence was basically perfect. Heavy handed, perhaps--I mean, they pull out a baby and everything--but that's fine for Trek. Abrams clearly has raw talent to spare.

But then he just couldn't help himself and had to turn the warp core scene into a Disney Death in the next movie and really hammer home that he's dealing in moments and not arcs. That Quinto and Pine are better actors than the TOS crew just made the disappointment more poignant.
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Post by Stahlseele »

Well, you can't realistically keep going around stackpoling starships . .
In Universe nobody would hand over another Enterprise after the 2nd one got blown up while under his Kommand.
Out of Universe it just leads to the special effecty getting more of the budget of the movie. Usually parts that should have gone to plot and actors.
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Post by angelfromanotherpin »

Stahlseele wrote:In Universe nobody would hand over another Enterprise after the 2nd one got blown up while under his Kommand.
Historically, if a naval Captain lost their ship they had to account for it under court-martial, but if they were found to have acted properly, there was no particular stigma. And a single ship probably represents a significantly smaller relative outlay to the UFP than to e.g. 1800s Great Britain.
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Post by Whipstitch »

Stahlseele wrote:Well, you can't realistically keep going around stackpoling starships . .
That doesn't really hold any water though. You're committing the original sin of bad bookers and writers everywhere when you concede that a bad climax is inevitable. It's a fictional work, so if you can't write yourself out of a corner on the back end you can jolly well go back and have the movie travel down a different avenue to begin with. Yes, planning or revising your premise is hard but that's why top hollywood teams get paid the big bucks and are routinely called brilliant by fawning industry press.
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Post by Username17 »

phlapjackage wrote:What asshole director for SW was it who said basically, "we don't have any actual story mapped out...just, shit happens, ya'know? The audience can make up whatever theories they want".
That sounds like a JJ Abrams thing. The one that made me punch out was the Rian Johnson quote about how he had no idea how the Holdo Maneuver fit into Star Wars lore or why it hadn't been used previously but that someone would probably retcon an explanation eventually.

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Post by Ancient History »

I punched out of Shadowrun 5 because...well, a lot of reasons, but mostly because of personal dispute with the lead developer over lying to the freelancers. But that came at the tail end of a lot of bad development decisions, lack of coherent vision for the line, unwillingness to address core gameplay issues, poor plotting, and general lack of understanding about what made Shadowrun cool and fun and unique. If you're committed to a game, you can forgive and work around a lot of that...until you can't.

You need people that love a game to keep it going.

It's why the Star Wars Prequels & Sequels were, initially, a no-brainer good idea. You need a new generation to fall in love with something, you need it to be fresh and exciting and new. The whole point of a franchise is to riff off of core concepts, characters, and setting, to build on what has already been established so that you can spend less time on worldbuilding and more time telling compelling stories. That's why Star Trek works, even when you take very radically different premises like Deep Space Nine. It's new and familiar at the same time. New material expands what exists while also letting people in on the ground floor - like every new regeneration of Doctor Who.

But continuity porn can be its own trap. The Star Wars sequels ditched the Expanded Universe because it was hard to find a way forward - the sequels had in many ways already been written, and they wanted to do something else, show people something new, but still use some of the old characters. To have a generational handoff.

Or at least, that's what it should have been.

The market has changed for Shadowrun. Roleplaying game sections in brick-and-mortar bookstores have shrunk, and are filled mostly with the latest edition of D&D and maybe some Pathfinder crap. Even my local game store has a much-reduced RPG section, with a lot less variety. A lot of emphasis is on pushing PDF products online, which don't have printing costs and much faster return through DriveThruRPG and the like. Shovelware is cheap and ugly but it brings in money...but you're entirely dependent on the writers to keep things going. WOD and D&D5 don't care: their settings were always random piles of ass. Shadowrun used to be different. Now?

The thing is, after the success of the John Wick movies, Doll House and Agents of SHIELD...I think that there very much still is a market for a cyberpunk fantasy RPG done right. Nobody wants Bright: The RPG, but gritty criminals-for-hire stuff and urban fantasy has shot through the roof. There should be a market to capture.

Continuity is a hiccup though. You have to adjust your expectations. The 90s are gone, the neon mohawks crowd are mostly fighting diabetes and arthritis and middle age spread. Shadowrun had a lot of built-in wonkiness - it was for kids that read William Gibson and Tolkien, and today you'd be marketing it people that had seen Hotel Artemis and the Disenchanted. Which is fine, that can work - it's a parallel universe where there were way more Native Americans and teenaged elves took over Oregon. Some amount of suspension of disbelief is necessary in any game. But for it to work, you have to try and keep things going and...well, I stopped. Stopped doing it, stopped caring, the whole bit.
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Post by Stahlseele »

As for Star Trek:
Instead of doing a reboot, they could and totally should have gone with the mirror universe for new movies.
Star Trek but more grimderp was what they were aiming for right?
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Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by Whipstitch »

FrankTrollman wrote:
phlapjackage wrote:What asshole director for SW was it who said basically, "we don't have any actual story mapped out...just, shit happens, ya'know? The audience can make up whatever theories they want".
That sounds like a JJ Abrams thing. The one that made me punch out was the Rian Johnson quote about how he had no idea how the Holdo Maneuver fit into Star Wars lore or why it hadn't been used previously but that someone would probably retcon an explanation eventually.

These people are children. They aren't building on what existed, they are drawing on the wall and expecting other people to clean up after them.

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It's like people have lost respect for the value of plain ol' artifice. I get that these guys feel like they're being honest and pithy when they make those sorta statements but I don't think the attitude results in better work, especially when you're dealing with a franchise people treat as a shared universe. It's like when paint huffing RPG designers came up with the bright idea that NPCs are not real therefore they do not to have any abilities beyond what they will do while they're on-screen. It's a true observation followed by a profoundly unhelpful conclusion because a big part of all of this is that you're supposed to be drawing attention away from the fact that we're all just making shit up.
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Post by Ignimortis »

Are there any good blanket nerfs to spellcasters in SR5? Multicast seems too strong, and some spells cast at Force 6 can obtain results better than anything other characters can do right at chargen. Even a simple multi-cast Manabolt can do 5x3 damage per turn with a total of 6 Stun Drain, and that's not touching the insanity that Mob Mind seems to be.

Speaking of which, is there anything particularly unbalancing in reducing cyberware/bioware costs by 20% with certain things like Wired Reflexes just getting a whole new price line in both Essence and Nuyen? I was thinking along the lines of 15k/45k/120k nuyen and 1/2/3 essence for Wired Reflexes (significantly cheaper than Synaptic Booster, but hits Essence twice as hard), but I'm not sure every single piece of gear in the book warrants that kind of re-evaluation.
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Post by Username17 »

Ignimortis wrote:Are there any good blanket nerfs to spellcasters in SR5? Multicast seems too strong, and some spells cast at Force 6 can obtain results better than anything other characters can do right at chargen. Even a simple multi-cast Manabolt can do 5x3 damage per turn with a total of 6 Stun Drain, and that's not touching the insanity that Mob Mind seems to be.

Manabolt is fucking awful in SR5 and the only use it has is as a damage rider to slap onto expensive magic bullets. Just in general it takes a massive amount of drain to do extremely trivial amounts of damage and people can and do use automatic weapons or explosives that take opponents out in one action fairly regularly and don't cost any drain at all.

That being said, magic is absurdly powerful in SR5. Just not because of Combat Spells. The Combat Spells in SR5 are an actual joke. In previous editions the effectiveness of Combat spells was complicated, with the end result fairly similar to firing automatic weapons with different costs (Drain and BP instead of money and the requirement to carry contraband). In SR5 the drain costs are higher and the damage output much lower and there's really no reason for the "Combat Spells" category to even exist. But as you've noticed, there are a lot of Illusion and Manipulation spells that basically say "I Win." And anyone able to conjure Spirits of Force 6+ is basically able to dunk on the entire rest of the team because those things are pretty much better at everything than player characters are at anything.

But there are no blanket nerfs available. Magic is absurdly powerful because it attacks the game from wildly different directions. Most dungeon crawl missions are a snap when you can use Control Manipulations to just have the guards turn off the alarm, open the doors, and hand you the fucking loot before killing themselves. Most stealth missions are trivial when you have Illusion magic that makes you literally undetectable by cameras. But Improved Invisibility isn't an extremely powerful spell because of some killer app about how the magic dice pools work or because mages are in general too good in some way. Improved Invisibility is an extremely powerful spell because turning Invisible is a very powerful effect in a game about mercenary special ops teams.

Many, indeed most of the magical effects in SR5 are ridiculously bad. A lot of those spells are things you will never ever use. That spell that makes modestly irritating amounts of glare? What the fuck? But actual players have a distinct tendency to take the spells that let them control minds, avoid detection, and walk through walls. Because fucking obviously. Those spells are very good, but they are very good because of what they do, not because the generic magic rules are especially noteworthy.
Speaking of which, is there anything particularly unbalancing in reducing cyberware/bioware costs by 20% with certain things like Wired Reflexes just getting a whole new price line in both Essence and Nuyen? I was thinking along the lines of 15k/45k/120k nuyen and 1/2/3 essence for Wired Reflexes (significantly cheaper than Synaptic Booster, but hits Essence twice as hard), but I'm not sure every single piece of gear in the book warrants that kind of re-evaluation.
The costs of mundane equipment in SR5 make very little sense and you are aren't going to be able to fix them with simple math formulas. I almost typed "meth formulas" and it's probably important to say that those are probably as good an explanation for why things cost the amounts they do in SR5 as anything.

But basically both Essence and Nuyen costs in SR5 are an uncomfortable mix of nostalgia calls to previous editions and ass pulls without any editorial control on what an Essence point or a Nuyen was supposed to be worth. Basically, a Nuyen is sometimes supposed to be a 1989 dollar and sometimes it's supposed to be a 2014 dollar; and sometimes it's supposed to be buying 1989 electronics and sometimes it's supposed to be buying 2014 electronics. So it's all gibberish all the way down.

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Post by Ignimortis »

FrankTrollman wrote: But there are no blanket nerfs available. Magic is absurdly powerful because it attacks the game from wildly different directions. Most dungeon crawl missions are a snap when you can use Control Manipulations to just have the guards turn off the alarm, open the doors, and hand you the fucking loot before killing themselves. Most stealth missions are trivial when you have Illusion magic that makes you literally undetectable by cameras. But Improved Invisibility isn't an extremely powerful spell because of some killer app about how the magic dice pools work or because mages are in general too good in some way. Improved Invisibility is an extremely powerful spell because turning Invisible is a very powerful effect in a game about mercenary special ops teams.
Noted, thank you. Now I wonder how much would it hurt mages to implement either one of the following, since most broken spells are reliant on their Sustained duration:
A) Sustained spells deal their Drain each combat turn/some other short time period?
B) Sustained spells can't be sustained if you've got a previous one still going?

Would those things balance mages somewhat, be a hard but reasonable nerfbat hit, or really bring them down?
FrankTrollman wrote: The costs of mundane equipment in SR5 make very little sense and you are aren't going to be able to fix them with simple math formulas. I almost typed "meth formulas" and it's probably important to say that those are probably as good an explanation for why things cost the amounts they do in SR5 as anything.

But basically both Essence and Nuyen costs in SR5 are an uncomfortable mix of nostalgia calls to previous editions and ass pulls without any editorial control on what an Essence point or a Nuyen was supposed to be worth. Basically, a Nuyen is sometimes supposed to be a 1989 dollar and sometimes it's supposed to be a 2014 dollar; and sometimes it's supposed to be buying 1989 electronics and sometimes it's supposed to be buying 2014 electronics. So it's all gibberish all the way down.

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Would it be possible to deconstruct those things to base Karma values and go from there in determining a unified cost per Essence loss/Nuyen cost? Note that I'm not saying "feasible", as that's probably out of question, but I might as well as try, since my new GM is very receptive to my advice on balancing.
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Post by Trill »

Ignimortis wrote:since most broken spells are reliant on their Sustained duration
Eh, I doubt that.
The power of stuff like Control Manipulations or Imp. Invis. is not that they are sustained (Sustained spells are not always overpowered and removing the sustainability won't necessarily make them safe).
It lies more in the fact that they are really potent in what they can do and really easy to cast

Let's take Control Actions as an example:
Control Actions (Mental)
Type: M • Range: LOS • Duration: S • DV: (F ÷ 2)
You make a Magic+Spellcasting (typically 12 dice or more) against Willpower (typically 3)+Counterspelling (typically 0) test. Which gives you three net hits. If you cast it at F6 you'll take at most 3S Drain, likely 0. So you can spam it without any penalties accruing.
The victim is allowed to shake it off by making a Willpower+Counterspelling test, every 6 CT. During 6CT you can make them do a lot of things. And every time they fail to reach the net hits you get another 6CT.
All the things Frank said are doable in 6CT, so you don't even have to worry about them suddenly breaking out. Sure, they take a -WIL penalty on all tests they take when using their abilities. But for which of those things do they really need to roll?

So no, the answer is not "make them use their skills one after another instead of at once".
It's "reduce the power of their skills."
Give them a bigger pool when resisting and/or breaking out.
Raise Thresholds instead of reducing pools.
Have them roll for easy things.
Reduce the durations between tests.
etc.
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Post by Username17 »

Ignimortis wrote:Noted, thank you. Now I wonder how much would it hurt mages to implement either one of the following, since most broken spells are reliant on their Sustained duration:
A) Sustained spells deal their Drain each combat turn/some other short time period?
B) Sustained spells can't be sustained if you've got a previous one still going?

Would those things balance mages somewhat, be a hard but reasonable nerfbat hit, or really bring them down?
The issue you have there is that most sustained spells aren't all that great to begin with. The idea of paying double drain to keep an ice sheet going for 6 seconds instead of 3 is pretty insulting. More importantly, combat rounds are ridiculously and problematically short in Shadowrun, so taking any drain at all on a per-round basis is going to make you pass out in a number of seconds.

Which essentially means that such a plan would cross off every sustained spell from the list unless it either cost no drain to begin with or was one of the cherry spells like Shape Metal or Control Thoughts that could do all its dirty work in one combat round anyway. So it would cripple mages and set fire to most of the things people want to do with magic and it wouldn't stop the worst abuses you were trying to target. So that sounds pretty terrible.
Would it be possible to deconstruct those things to base Karma values and go from there in determining a unified cost per Essence loss/Nuyen cost? Note that I'm not saying "feasible", as that's probably out of question, but I might as well as try, since my new GM is very receptive to my advice on balancing.
Well the issue here is that Shadowrun has been badly in need of a rethink of how much cyberware costs since first edition. The fact that Muscle Replacement needs to be recosted has been generally understood for nearly thirty years.

The history there is that in first edition the concept was that an Essence point was worth an attribute point. That in a platonic ideal you'd spend one Essence and get one Quickness or some shit. And to obfuscate that, they let you buy conditional stat points for half a point of Essence each.

Now that's fucking awful. It was aful when there were less stats and mages could do less things. It's just factually true that a point of Strength just isn't very impressive or good and spending one sixth of your soul to get one is laughably terrible. Which you'd think would sink the entire Street Samurai concept right at the beginning - and it almost did. If that had been all Cyberware did,the cyborg warrior would have been completely unplayable. Fortuitously, the first edition also simultaneously undervalued bonus senses and super speed that let you take extra actions. Those pieces of cyberware were way better than the official standard of what cyberwarewas supposed to get you. And the error in design and the error in evaluation kind of balanced out. Players with a bit of system experience rapidly figured out that all the shit likeMuscle Replacement was basically worthless and thesuper senses and super speed were the bomb diggity. And thus the Street Samurai archetype ended up having an actual place on the team - the guy with super vision and super speed.

That's not because any of the original designers actually figured out what they had done. This was an emergent fact from actual play. The players of Shadowrun adopted the assumption that all Street Samurai were supposed to have cyber eyes,smart gun links, and wired reflexes, but that's because all theother layouts that people tried were fucking terrible. The reality that most of the cyberware the designers envisioned peopleusing were actually fucking useless sank in pretty fast, and the very first book introduced various schemes to improve some basic cyberware or make cyberware cost less essence.

Throughout the following three fucking decades, what should have happened is just to have someone go back and do a big rethink about what they actually intended cyborgs to do with their lives and thus what kinds of price incentives should exist. That never happened. Instead, people built various epicycles into the system to make new grades of cyberware to bring essence cost down, new layers of bioware, alternate and improved versions of existing ware and so on and so forth. It's been a fucking mess.

And since 5th edition is the most inexcusably terrible of the editions, obviously whatcould have been a time for a great rethink of cyberware costs and functions was instead used to fiddle around with costs in a totally fucking random fashion and make them make even less sense.

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Post by Dogbert »

So, someone remind me. Who owns SR's publishing rights atm? Should we have any hopes for the future?
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Post by Username17 »

Dogbert wrote:So, someone remind me. Who owns SR's publishing rights atm? Should we have any hopes for the future?
Paradox. So... no.

Less flippantly, the rights to Shadowrun were cut up into pieces and sold off when FASA stopped existing. Where the ownership of the property exactly begins and ends is somewhat up in the air. Back when FanPro owned the rights to make the tabletop RPG, they never made an official digital character generator because they didn't have the rights to make digital products leveraging the Shadowrun brand - those rights were owned by Microsoft, which made that half-assed Shadowrun first person shooter.

Anyway, the rights are still confusing as fuck because the company that created Shadowrun doesn't exist and the contracts were written up nearly two decades ago without considering all the contingencies that were relevant even then. But the main bits are that digital rights are owned by Harebrained Schemes, which is now a subsidiary of Paradox Interactive, and the tabletop rights are owned by Catalyst Game Labs, which is a pass-through LLC for Loren Coleman (the shitty author who stole from his employees, not the cryptid investigator).

This all means that the chances of the world being meaningfully brought under competent editorial control is essentially zero. No one has the authority to make other people stop making "official Shadowrun crap" that doesn't fit with their artistic vision, so no artistic vision can win out. Even if one of the relevant companies hired someone to do game and story development who had a good vision and was competent enough to see it through, there'd still be contradictory crap coming out in other media.

It's a mess. It probably can't be fixed, and the people holding the pieces don't even have the competence or inclination to try. Shadowrun should probably just burn. Start over with a new cyberpunk fantasy property unburdened by all the pitfalls of trying to do anything with Shadowrun specifically.

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Post by DrPraetor »

For one thing, and I know this isn't news to anyone but it bears emphasis - the core conceit of Shadowrun is that magic came back, with Dragons and Ghost Dances, in the distant future year of 2011.

Given a burst of nostalgia at that time, maybe you play a bunch of Shadowrun back in 2012.

From there, people spend a lot of time denying the obvious: the setting needs to die and you need a new magic/cyberpunk mashup conceit, that doesn't involve mana levels cycling because of the Mayan calendar.

This is obvious, it's also true. Even with good editorial guidance, the Shadowrun setting would be difficult or impossible to sustain. The better conceits should be cherry-picked out of the setting and kept going forward, the negative baggage can simply be abandoned without retro-anything or mindcaulk, and either you don't go into the 21st century part of the timeline too deeply or you push the return of magic significantly into the future.
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Post by Mord »

DrPraetor wrote:For one thing, and I know this isn't news to anyone but it bears emphasis - the core conceit of Shadowrun is that magic came back, with Dragons and Ghost Dances, in the distant future year of 2011.

Given a burst of nostalgia at that time, maybe you play a bunch of Shadowrun back in 2012.

From there, people spend a lot of time denying the obvious: the setting needs to die and you need a new magic/cyberpunk mashup conceit, that doesn't involve mana levels cycling because of the Mayan calendar.

This is obvious, it's also true. Even with good editorial guidance, the Shadowrun setting would be difficult or impossible to sustain. The better conceits should be cherry-picked out of the setting and kept going forward, the negative baggage can simply be abandoned without retro-anything or mindcaulk, and either you don't go into the 21st century part of the timeline too deeply or you push the return of magic significantly into the future.
I don't see why one couldn't go full on retrofuture with a hypothetical SR 6e. I don't see anything intrinsically wrong with the concept of playing out the adventures of Snake Plissken or John Connor in the grim future hellscape of 1997. Moreover, considering Blade Runner 2049, Stranger Things, etc., the 80s are currently back and are scheduled to remain so for the next three-ish years, at which point the 90s may take their place.

What you absolutely cannot do, though, is keep up with the stupid semi-retcons where developments in the IRL present day are intended to affect the fictional past of the setting - that shit is 100% unsustainable and an obviously bad idea. Trying to wedge wireless technology into SR ruined continuity, ruined the rules, and made the whole thing less interesting. It would have been a lot more interesting in the long run if the SR team had remained committed to the future they imagined in 1989, kind of like how the original Epcot attractions are interesting in a way that the modern ones just aren't, and every time Disney updates them they somehow become even less compelling.

Also the conceit that the SR future advances at a 1:1 lockstep with the IRL present is kind of weird and doesn't seem to me to achieve any goal worth pursuing. It's kind of a fun gimmick, but what was the point and who gives a shit anyway?
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