5th edition, Chapter by Chapter
Posted: Thu Apr 29, 2010 3:19 pm
So lots of people ask me two similar, but very different questions. The first is what I think will happen with 5th edition Shadowrun, and the other is what I think should happen with 5th edition. These are very different of course, since I won't be in any way involved with deciding who does any of the actual writing, editing, playtesting, graphics, typesetting, or development of the new edition. So I'm just going by the things that you can get people in the design community as a whole to groan and roll their eyes at the mention of for things that will get hit with the change stick. There will - of course - be a lot of change for change's sake. There's really no way to predict any of that. But a number of people, including some of the people who probably will be making those choices, are genuinely curious what choices I would make. So here they are.
The Look
Books in general have gotten longer since the halcyon days of the 1st edition Player's Handbook (which comes in tidily under one hundred thousand words). The 4th edition Core Book clocks in at about 250 thousand words, SR4A comes in at nearly 300k. I do not regard this trend as being universally positive. I think 300 thousand words is simply too long. Coming back from that particular abyss is difficult, the Shadowrun World keeps getting stuff added to it, and even cautious mentions of it uses up word count like you wouldn't believe (unless you've done any typesetting, in which case you would). But overall, I think the goal should be about 275k words. Now a good chunk of that is going to be fiction, which is flat easy to write. SR4 opens with the 6,500 word short fiction "Buzzkill" and SR4A opens with the 6,500 word short fiction "What's Inside your heart' - and I'll be honest that I can't actually remember what happens in either one. But the really important thing about these fiction pieces is that they don't have to be assigned to the main writing staff. They don't have rules, or dates, so the writers of the rest of the book don't have to concern themselves over much with what goes on in them. This is important, because it means that you can set all those pieces aside and have them written separately, or even at the last minute while you're doing layout.
Presentation is important. SR4A is on to something with putting the fiction pieces on different colored backgrounds. Much more so than the SR4 Core Book that put them in with italics. I find italics hard to read for more than a paragraph or so. I know I'm not alone here. Putting the fiction sections into a legible font is a must. Basically, you got 12 fiction pieces through the book, and the presentation in SR4A is way better (also: about 20,000 words longer). So you'd go with that. For those keeping track at home, that means that you'd have an initial fiction piece clocking in at 6,500 words, and 11 more pieces of genre fiction that were 3k each. And that means that the actual rules (including history sections and shit) would be 235,000 words or so. You can get about 1500 words a day out of a Freelance Writer, so at 5 writers, you're looking at about 31 days to actually write the damn thing. A month if you set these guys' ass on fire and offer some real monetary incentives to fucking do it.
Removing Italic blocks isn't just for fiction intros. SR4A uses blocks of off-color text for that. I find the green they use kind of hideous, but it's much more legible than italics. Personally, I'd use a light blood red/brown.
You're also going to want some art. And by "some" I mean lots of art. You already know what art you're going to want, so of course you're going to start getting art submissions day one, instead of the usual bullshit of waiting until writing is all done. And yeah, this means that the art won't fit very well with the short fiction pieces. So fucking what? If you have enough full color pictures of sexy ork babes with pistols, you can have your typesetter figure something out. That's what you pay him for.
Anyway, let's go chapter by chapter:
Welcome to the Shadows
It's basically a form letter at this point. You have to put in the damn "what is a role playing game" section at the beginning of every book. SR4A pretty much word-for-word copied the section from SR4. It's a bit over 4k words, and it works fine. I'd probably throw in a paragraph about investigation, intimidation, and counter-insurgency work. But whatever. This chapter is coming in at less than 5k words, but it's also going to be done on a Thursday since so much of it is text lifts.
And So it Came to Pass...
I'm deliberately using the SR1 chapter heading rather than the SR4 one here. 10k words like in the SR4/SR4A book is plenty, but this shit really needs to get out of Fastjack's editorial voice, like yesterday. It's the damn history section, the players can't afford to have it cluttered up with shit like Fastjack's opinion about some corp or political movement.
Dry as toast, it's the fucking history section. You got to do all the flash bang in the six thousand five hundred words of actual fiction you put at the front of the book. But while you're at it, you should put your foot down on some outright contradictions in the setting - especially those involving Los Angeles (which has by far the worst offenses leveled against it). Specific points you should nail down are:
Life on the Edge
It's about 12k in SR4 and about 14.4 in SR4A. If anything, I think it can be padded out to about 15k or even a bit more. The additions made by SR4A (like the current events ticker) are good ideas, but you'd want to rewrite them to be about new stuff because the book takes place 63 years in the future (would be 65, but Catalyst's release dates have been way behind of late). Still, we're again talking about something that would be pretty short to write. Again, stop taking fucking sides in this section, it needs to lose the reference to not liking Aztechnology, there are plenty of Shadowrunners who work for AZT.
Game Concepts
Now we're talking! A chapter that is going to get substantial rewrites. It's like 14k in SR4 and they grew it up to 15.75 in SR4A. And the general flow of it is going to be pretty much as-is. Key changes would be:
At about 14k in SR4 and a bit over 15k in SR4A, it's already about the right size. It's pretty straight forward, and I wouldn't change it substantially in flow. Changelist:
Sample Characters
I don't even really care. These guys should be made late in the process and made well-ish. You're going to write up about 16 characters, and it will be amongst the most painful and least rewarding 6-7k words written for the whole book. But it has to be done. You gotta put out two versions of each metatype and probably 8 humans. And you want to throw out at least 2 Street Sams, 2 magicians, 2 Hackers, and 2 Riggers. And that leaves you 8 to fuck around with. Face, Bounty Hunter, Adept, whatever.
Skills
Basically, we're looking at 15k words of goodness (16k in SR4A). The big keys are that we're going to be dumping some skills. And by "some" I mean:
Obviously, you're going to be changing some of the attribute tests. Not the least because you are straight ditching some of them. But also because you want a non-linear strength lifting chart so that gecko tape can actually hold up a fucking man without having the strength to rip through tank armor.
And this is important: the Skill Augmentation max is always +3. No matter what your skill actually is.
The Look
Books in general have gotten longer since the halcyon days of the 1st edition Player's Handbook (which comes in tidily under one hundred thousand words). The 4th edition Core Book clocks in at about 250 thousand words, SR4A comes in at nearly 300k. I do not regard this trend as being universally positive. I think 300 thousand words is simply too long. Coming back from that particular abyss is difficult, the Shadowrun World keeps getting stuff added to it, and even cautious mentions of it uses up word count like you wouldn't believe (unless you've done any typesetting, in which case you would). But overall, I think the goal should be about 275k words. Now a good chunk of that is going to be fiction, which is flat easy to write. SR4 opens with the 6,500 word short fiction "Buzzkill" and SR4A opens with the 6,500 word short fiction "What's Inside your heart' - and I'll be honest that I can't actually remember what happens in either one. But the really important thing about these fiction pieces is that they don't have to be assigned to the main writing staff. They don't have rules, or dates, so the writers of the rest of the book don't have to concern themselves over much with what goes on in them. This is important, because it means that you can set all those pieces aside and have them written separately, or even at the last minute while you're doing layout.
Presentation is important. SR4A is on to something with putting the fiction pieces on different colored backgrounds. Much more so than the SR4 Core Book that put them in with italics. I find italics hard to read for more than a paragraph or so. I know I'm not alone here. Putting the fiction sections into a legible font is a must. Basically, you got 12 fiction pieces through the book, and the presentation in SR4A is way better (also: about 20,000 words longer). So you'd go with that. For those keeping track at home, that means that you'd have an initial fiction piece clocking in at 6,500 words, and 11 more pieces of genre fiction that were 3k each. And that means that the actual rules (including history sections and shit) would be 235,000 words or so. You can get about 1500 words a day out of a Freelance Writer, so at 5 writers, you're looking at about 31 days to actually write the damn thing. A month if you set these guys' ass on fire and offer some real monetary incentives to fucking do it.
Removing Italic blocks isn't just for fiction intros. SR4A uses blocks of off-color text for that. I find the green they use kind of hideous, but it's much more legible than italics. Personally, I'd use a light blood red/brown.
You're also going to want some art. And by "some" I mean lots of art. You already know what art you're going to want, so of course you're going to start getting art submissions day one, instead of the usual bullshit of waiting until writing is all done. And yeah, this means that the art won't fit very well with the short fiction pieces. So fucking what? If you have enough full color pictures of sexy ork babes with pistols, you can have your typesetter figure something out. That's what you pay him for.
Anyway, let's go chapter by chapter:
Welcome to the Shadows
It's basically a form letter at this point. You have to put in the damn "what is a role playing game" section at the beginning of every book. SR4A pretty much word-for-word copied the section from SR4. It's a bit over 4k words, and it works fine. I'd probably throw in a paragraph about investigation, intimidation, and counter-insurgency work. But whatever. This chapter is coming in at less than 5k words, but it's also going to be done on a Thursday since so much of it is text lifts.
And So it Came to Pass...
I'm deliberately using the SR1 chapter heading rather than the SR4 one here. 10k words like in the SR4/SR4A book is plenty, but this shit really needs to get out of Fastjack's editorial voice, like yesterday. It's the damn history section, the players can't afford to have it cluttered up with shit like Fastjack's opinion about some corp or political movement.
Dry as toast, it's the fucking history section. You got to do all the flash bang in the six thousand five hundred words of actual fiction you put at the front of the book. But while you're at it, you should put your foot down on some outright contradictions in the setting - especially those involving Los Angeles (which has by far the worst offenses leveled against it). Specific points you should nail down are:
- Tir Invasion of California.
- Aztec conquest of San Diego.
- Secession of the Kingdom of Hawaii.
- The flooding of LA.
- Germany. WTF.
- The New Soviet.
Life on the Edge
It's about 12k in SR4 and about 14.4 in SR4A. If anything, I think it can be padded out to about 15k or even a bit more. The additions made by SR4A (like the current events ticker) are good ideas, but you'd want to rewrite them to be about new stuff because the book takes place 63 years in the future (would be 65, but Catalyst's release dates have been way behind of late). Still, we're again talking about something that would be pretty short to write. Again, stop taking fucking sides in this section, it needs to lose the reference to not liking Aztechnology, there are plenty of Shadowrunners who work for AZT.
Game Concepts
Now we're talking! A chapter that is going to get substantial rewrites. It's like 14k in SR4 and they grew it up to 15.75 in SR4A. And the general flow of it is going to be pretty much as-is. Key changes would be:
- Critical Successes do not restore Edge. That is just a broken rule that encourages bad ass cyborgs to do trivial bullshit to show off and regain Edge.
- Everyone and everything has exactly 10 condition boxes. The 8+X shit goes away. Also, you'd go to the Front Slash + Back Slash notation of nWoD (no Aggravated Damage, which simplifies things considerably).
- Talk about Changelings here. You'll have a picture of a human, dwarf, elf, ork, troll, cat girl and four armed asura. You'll list them too.
- You're going to put the changes list for fourth edition at the beginning of this chapter.
- The basic Extended Test is going to move completion time up the time chart by net hits, rather than rolling an ass tonne of separate times.
- The Difficulty table should have a threshold list for every number 1 through 6.
- Drop the distinction between Cyber and Bioware. More on that later.
- The Body and Charisma attribute are gone.
At about 14k in SR4 and a bit over 15k in SR4A, it's already about the right size. It's pretty straight forward, and I wouldn't change it substantially in flow. Changelist:
- Import a couple of your favorite qualities from the Shadowrunner's Companion. I don't even care which. It's just a piece of "value added" spice.
- Drop the Build Point allowance for a starting character from 400 BP to 300 BP.
- Drop the cost of Active Skills to 2 BP, Skill Groups to 5 BP, and Background Skills to 1 Bp.
- All Metatypes cost 25 BP.
- Reset Ork and Troll stats based on the fact that Charisma and Body don't exist.
- Drop the entire reference to calculating your condition monitors, because you have 10 boxes in your condition monitor.
- Drop the BPs for Services thing, because it's a really dumb plan. Allow players to do a certain number of binding rituals before the game starts.
Sample Characters
I don't even really care. These guys should be made late in the process and made well-ish. You're going to write up about 16 characters, and it will be amongst the most painful and least rewarding 6-7k words written for the whole book. But it has to be done. You gotta put out two versions of each metatype and probably 8 humans. And you want to throw out at least 2 Street Sams, 2 magicians, 2 Hackers, and 2 Riggers. And that leaves you 8 to fuck around with. Face, Bounty Hunter, Adept, whatever.
Skills
Basically, we're looking at 15k words of goodness (16k in SR4A). The big keys are that we're going to be dumping some skills. And by "some" I mean:
- Dodge
- Pistols, Automatics, Longarms, Heavy Weapons (new skill: Firearms)
- Unarmed, Clubs, Blades, Throwing Weapons (new skill: Close Combat)
- Exotic Melee Weapon, Exotic Ranged Weapon (new rule: Exotic Weapons suffer a -1 dicepool penalty unless you have an appropriate specialization or martial style).
- Navigation, Tracking (subsumed into Survival)
- Arcana
Obviously, you're going to be changing some of the attribute tests. Not the least because you are straight ditching some of them. But also because you want a non-linear strength lifting chart so that gecko tape can actually hold up a fucking man without having the strength to rip through tank armor.
And this is important: the Skill Augmentation max is always +3. No matter what your skill actually is.