[Shadowrun] Perfect Crime Edition {Frank Keep Out}
Posted: Tue Jan 14, 2014 2:02 am
Mods can move this to the Homebrew forum if desired, I just figured it would get more feedback and traffic here, and Frank's similar Ends of the Matrix thread is here.
Shadowrun: Perfect Crime Edition
Hello Gaming Den, you smallest, angriest, most brilliant corner of the gaming internets!
DOWNLOAD YOU THIS THING WHAT I MADE AND READ IT
Q: What is this?
Shadowrun: Perfect Crime Edition, currently taking the form of a 110+ page, ~50,000 word PDF that's free for you to download. It's a work in progress in terms of content, presentation, and formatting. Eventually, it will be a fully playable fan made edition of Shadowrun. Because it's a fanhack of SR4A, even when the rulebook is completed, you will probably still need a copy of SR4 or SR4A for reference occasionally to play it.
Q: This is pretty long. Is it finished?
Nope. This contains the Character Creation, Combat, and Magic chapters, each of which is pretty substantial. But I still need to do the all-important Matrix chapter, tackle Vehicle combat, do the "Running The Shadows" chapter, and so on. What I won't be doing is any flavor text or fluff chapters, no world history, etc. This is for people that know what Shadowrun is already.
Q: If this is incomplete, why are you releasing it?
Because I want feedback. 110+ Pages/~50,000 Words is a TON of work for one unpaid person to do in a complete vacuum. I need some back and forth, and while not exactly the most populous corner of the internet, the Den is a perfect sounding board.
Also, I want to demonstrate my seriousness with the sheer size of the project as it currently exists.
Q: Why do I gotta download a PDF? Why not just paste it into the thread like everyone else on the Den?
Unlike most Den homebrews, this was written all at once offline, not written by bits-and-pieces into a web browser. And in all seriousness, if I tried to paste this bajillion word document into forum posts format, I think it might break the internet. It would certainly break my brain. Just download it. It's not that hard. I promise!
Q: Hey, this looks a LOT like Shadowrun Fourth Edition.
Not a question, but you ARE right. It looks a lot like SR4 because it IS a lot like SR4. It's essentially SR4 with the brokenest parts fixed, and a few miscellaneous improvements here and there. If what I'm describing sounds vastly better than SR5, that's because it is.
The first step in creating these rules was sitting down with a Shadowrun 20th Anniversary Edition core rulebook, typing up pretty much everything inside into a document, and changing every single thing I didn't like/that was bad.
Q: Why on earth would you go to this much effort?
I have a LOT of free time on my hands. Also, I REALLY like Shadowrun. I REALLY was invested in Shadowrun Fourth Edition, but REALLY frustrated with the parts of it that sucked. Then Shadowrun Fifth Edition came out...and sucked infinitely more. I felt REALLY betrayed, but also CATALYZED. I thought... "you know, I could do a better job of fixing the flaws of SR4 and making a new edition of Shadowrun". So I did.
Q: Can you talk some more about those "brokenest parts" of SR4 you mentioned before?
* Character creation and build point costs therein were pretty badly imbalanced and in need of some serious tweaking. This has been addressed in SRPC.
* Direct combat spells, particularly non-lethal ones like stunbolt, were laughably, insanely overpowered in every way, enough to make nearly every other available combat option irrelevant or at least painfully suboptimal. Additionally, this contributed to the issue of spellcasters, in general, being overpowered compared to mundanes (AKA "MagicRun"). This has been addressed in SRPC.
* Some other combat options were stupidly obvious choices, enough so that every other selection was sub-optimal. I am talking here about Stick'n'Shock rounds, and electricity damage in general; everyone running around with stick'n'shock guns, non-conductivity being the most important item to take at character creation, etcetera. This has been addressed in SRPC.
* Other pieces of gear were badly and grotesquely imbalanced or virtually free dice for people who knew about them, giving them a leg up on those who didn't, i.e. emotitoys, etcetera. This will be addressed in SRPC.
* Combat movement was a mathematical nightmare, requiring you to add, multiply, and then divide when you did something as simple as sprinting. This has been addressed in SRPC.
* Mundane characters without cyberware or magical augmentation were left with only one initiative pass, twiddling their thumbs in combat while everyone else got a chance to play the game, and generally sucking ass. Batman and James Bond were not viable character concepts, because they weren't cyborgs, wizards, or adepts, and would have to take combat drugs to keep up with the party. This issue has been at least mitigated by SRPC.
* The Matrix and Vehicle Combat were both godawful, incomprehensible messes no one from the developers to the most dedicated players could actually figure out or understand. These issues haven't been addressed by SRPC yet, but they will be by the time it's finished.
Q: Well what exactly is your issue with SR5?
Oh boy. I don't even know where to start with that one.
Q: I found a (million) typo(s)!
Well, I did say it was a work in progress, didn't I? Please report any and all typos, incomplete sentences, and grammatical, spelling, and punctuation errors here, including a page reference. I will try to make sure they all get corrected by the final document, even though it's not my #1 top priority, I do care about presentation.
Q: What does Page XX mean? Which page is that? It sure seems to have an awful lot of information.
It's layout shorthand, a note to myself to insert an appropriate page number reference when I find the time to make this document presentable.
Q: I really fucking hate this (rule/mechanic/change from SR4/stat block) you came up with. It's awful and your should die in a tire fire with your whole family.
Thanks for keeping your criticism classy and constructive!
In all seriousness, I am hoping for some serious feedback and (constructive) criticism. That's a big part of why I'm posting this here.
The flip side of this coin, though, is that nearly every change from SR4/new or refined mechanic had quite a bit of thought and reasoning behind it. Every change I've made from the SR4 rules was made for a reason or for numerous reasons. So while I will happily consider all feedback, critique, and arguments, on occasion I may challenge some feedback or offer some push back on some suggestions.
Q: Are you going to post this on (Dumpshock/Official SR Forums/Other Website)?
Not yet. Not until it's finished. The Den will hopefully serve as my initial source of feedback and data. I want to keep this under wraps from the broader public until it's done cooking.
Q: Can I start playing this now with my group?
I suppose you could, and actual playtest feedback would be invaluable to me. However, I'd request you wait until I finish the Matrix rules, since they are the main reason I set about making this fanhack in the first place, and I haven't gotten around to them yet, having left them for (nearly) last.
Shadowrun: Perfect Crime Edition
Hello Gaming Den, you smallest, angriest, most brilliant corner of the gaming internets!
DOWNLOAD YOU THIS THING WHAT I MADE AND READ IT
Q: What is this?
Shadowrun: Perfect Crime Edition, currently taking the form of a 110+ page, ~50,000 word PDF that's free for you to download. It's a work in progress in terms of content, presentation, and formatting. Eventually, it will be a fully playable fan made edition of Shadowrun. Because it's a fanhack of SR4A, even when the rulebook is completed, you will probably still need a copy of SR4 or SR4A for reference occasionally to play it.
Q: This is pretty long. Is it finished?
Nope. This contains the Character Creation, Combat, and Magic chapters, each of which is pretty substantial. But I still need to do the all-important Matrix chapter, tackle Vehicle combat, do the "Running The Shadows" chapter, and so on. What I won't be doing is any flavor text or fluff chapters, no world history, etc. This is for people that know what Shadowrun is already.
Q: If this is incomplete, why are you releasing it?
Because I want feedback. 110+ Pages/~50,000 Words is a TON of work for one unpaid person to do in a complete vacuum. I need some back and forth, and while not exactly the most populous corner of the internet, the Den is a perfect sounding board.
Also, I want to demonstrate my seriousness with the sheer size of the project as it currently exists.
Q: Why do I gotta download a PDF? Why not just paste it into the thread like everyone else on the Den?
Unlike most Den homebrews, this was written all at once offline, not written by bits-and-pieces into a web browser. And in all seriousness, if I tried to paste this bajillion word document into forum posts format, I think it might break the internet. It would certainly break my brain. Just download it. It's not that hard. I promise!
Q: Hey, this looks a LOT like Shadowrun Fourth Edition.
Not a question, but you ARE right. It looks a lot like SR4 because it IS a lot like SR4. It's essentially SR4 with the brokenest parts fixed, and a few miscellaneous improvements here and there. If what I'm describing sounds vastly better than SR5, that's because it is.
The first step in creating these rules was sitting down with a Shadowrun 20th Anniversary Edition core rulebook, typing up pretty much everything inside into a document, and changing every single thing I didn't like/that was bad.
Q: Why on earth would you go to this much effort?
I have a LOT of free time on my hands. Also, I REALLY like Shadowrun. I REALLY was invested in Shadowrun Fourth Edition, but REALLY frustrated with the parts of it that sucked. Then Shadowrun Fifth Edition came out...and sucked infinitely more. I felt REALLY betrayed, but also CATALYZED. I thought... "you know, I could do a better job of fixing the flaws of SR4 and making a new edition of Shadowrun". So I did.
Q: Can you talk some more about those "brokenest parts" of SR4 you mentioned before?
* Character creation and build point costs therein were pretty badly imbalanced and in need of some serious tweaking. This has been addressed in SRPC.
* Direct combat spells, particularly non-lethal ones like stunbolt, were laughably, insanely overpowered in every way, enough to make nearly every other available combat option irrelevant or at least painfully suboptimal. Additionally, this contributed to the issue of spellcasters, in general, being overpowered compared to mundanes (AKA "MagicRun"). This has been addressed in SRPC.
* Some other combat options were stupidly obvious choices, enough so that every other selection was sub-optimal. I am talking here about Stick'n'Shock rounds, and electricity damage in general; everyone running around with stick'n'shock guns, non-conductivity being the most important item to take at character creation, etcetera. This has been addressed in SRPC.
* Other pieces of gear were badly and grotesquely imbalanced or virtually free dice for people who knew about them, giving them a leg up on those who didn't, i.e. emotitoys, etcetera. This will be addressed in SRPC.
* Combat movement was a mathematical nightmare, requiring you to add, multiply, and then divide when you did something as simple as sprinting. This has been addressed in SRPC.
* Mundane characters without cyberware or magical augmentation were left with only one initiative pass, twiddling their thumbs in combat while everyone else got a chance to play the game, and generally sucking ass. Batman and James Bond were not viable character concepts, because they weren't cyborgs, wizards, or adepts, and would have to take combat drugs to keep up with the party. This issue has been at least mitigated by SRPC.
* The Matrix and Vehicle Combat were both godawful, incomprehensible messes no one from the developers to the most dedicated players could actually figure out or understand. These issues haven't been addressed by SRPC yet, but they will be by the time it's finished.
Q: Well what exactly is your issue with SR5?
Oh boy. I don't even know where to start with that one.
Q: I found a (million) typo(s)!
Well, I did say it was a work in progress, didn't I? Please report any and all typos, incomplete sentences, and grammatical, spelling, and punctuation errors here, including a page reference. I will try to make sure they all get corrected by the final document, even though it's not my #1 top priority, I do care about presentation.
Q: What does Page XX mean? Which page is that? It sure seems to have an awful lot of information.
It's layout shorthand, a note to myself to insert an appropriate page number reference when I find the time to make this document presentable.
Q: I really fucking hate this (rule/mechanic/change from SR4/stat block) you came up with. It's awful and your should die in a tire fire with your whole family.
Thanks for keeping your criticism classy and constructive!
In all seriousness, I am hoping for some serious feedback and (constructive) criticism. That's a big part of why I'm posting this here.
The flip side of this coin, though, is that nearly every change from SR4/new or refined mechanic had quite a bit of thought and reasoning behind it. Every change I've made from the SR4 rules was made for a reason or for numerous reasons. So while I will happily consider all feedback, critique, and arguments, on occasion I may challenge some feedback or offer some push back on some suggestions.
Q: Are you going to post this on (Dumpshock/Official SR Forums/Other Website)?
Not yet. Not until it's finished. The Den will hopefully serve as my initial source of feedback and data. I want to keep this under wraps from the broader public until it's done cooking.
Q: Can I start playing this now with my group?
I suppose you could, and actual playtest feedback would be invaluable to me. However, I'd request you wait until I finish the Matrix rules, since they are the main reason I set about making this fanhack in the first place, and I haven't gotten around to them yet, having left them for (nearly) last.