6e really does seem to have taken simplification so far as to convert srun from a PnP rpg into a boardgame-like experience focussed on pink mohawk flavor and mechanics where the details don't matter and the outcomes are not connected to physics or anything IRL.
The constant refrain i am hearing is "but your concerns are irrelevant because WE don't think that stuff is at all important / we did not use that feature in our own games".
That simply illustrates the disconnect between the design process and the playerbase (or at least the deeply invested, highly engaged fans that come to this and other internet boards).
yaay?
How is it a disconnect in the design process if the WE you're talking about is the playerbase that simply doesn't agree with you. I'm not saying that there isn't a disconnect, I'm just trying to get to the core issue here. I agree that the better games that have come out recently are because they've invited players to playtest new rules for a year or more before releasing a final product. But in this case, since (AFAIK) none of the users disagreeing with you are working for Catalyst, I don't think you can attribute it to the design process.
On another note, let's say (in a perfect universe), Catalyst had done playtesting of Sixth World for the past year, and these are still the rules they released because that's what the playtesters liked. What then?
I'm trying state the problem I'm seeing with everyone coming on the boards and being critical of rules that we haven't seen in their entirety. Is the problem that the individual doesn't like the rules that the majority thinks are okay, or is there a majority of those that don't like the rules and most are just not speaking out.
Hell, rules are there to do one thing: Determine if your cool idea works. If they become overly complicated, then your idea stops being cool once you're going through the fifth table. On the other hand, if they are too simplified, then every idea is cool and is successful. The trick is finding a balance. In my opinion, Shadowrun has trouble finding that balance because they have to write rules for three different games (Matrix, Magic, and Meat) and make sure they are tied together and work together so no one gets left behind. If simplifying the rules gets closer to that objective, I'm willing to give it a shot.