*Fist erupts from the earth...pulls self out of the steaming ground, accompanied by the stench of sulfur, and then shakes and brushes the crypt soil from his trench coat, straightening the collar...*
Started with 1e. Serious nostalgia cred, though I accuse this edition of inventing the double-edged sword that is the splatbook. Loved the setting, had some issues with the dice pools and mechanics, but we made it work.
2e -- I missed this one, was too busy playing Cyberpunk 2020. Interlok System just devastatingly better, in terms of mechanics (though I cannibalized the progressive initiative system from 1e).
3e -- Owned, never played.
4e -- Beautiful, fraught, flawed gem (like my ex-girlfriend

). I very much liked the myriad of options and customizations, allowing me to endlessly tinker with my builds -- though the complexity that resulted clashed with the often bizarre and broken mechanics.
5e -- I dunno. I mean, it kinda worked at fixing some of the problems with 4e? I don't know if the trade-offs were worth it...seems like the game system got very Meta -- it was no longer about making a game world function in a contextually realistic way, but more about making a game work in a balanced-ish, less broken fashion. Coming from 4e, if given the choice between the two, I think I'd just play 4e and house rule fixes where necessary, but when playing with groups that want to play 5e, it's not like I won't play it.
6e -- So far, it sounds like they're trying to shoehorn SR into the rule set for Star Trek Adventures, and really leaning into the meta-gaming aspects. Having listened to the Q&As, watched many hours of actual gameplay online, I'm fairly wary. Rules around Edge, Armor, Melee...maybe there's some deeper math there than I yet grok, but I'll be watching and waiting before I leap.
-Jn-
Ifriti Sophist