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.
Ok Fastjack (god it's always so weird replying to you with the lore firmly embedded in my head) my responses below-->
I don't KNOW at all, hence my comment about the "the deeply invested playerbase on this forum.." which is clearly smaller than "all folks who play shadowrun".
So for other's opinions I only have the comments from people online to go on.
Unfortunately the reviews I have seen online are so crap as to be meaningless and the demo plays that have occurred were very limited in scope.
We have a track record of Catalyst's "process" to refer to and we know some minimal details about the playtests (thanks banshee!).
So given the lack of information I can only extrapolate based on past experience (not good) and the fact that this game veers heavily away from the preferences of all the people I play with and the majority of people I interact with online.
My comments and concerns are inline with the dataset of players I have available to me.
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?
Then in that case I would say "ok, you clearly don't want the type of player I am, or my table is, or the many people I interact with online to be part of the future of Shadowrun, so long and thanks for all the fish. At least you listened."
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.
Clearly there's no way to judge this given the game is not released.
I am restricted from commenting on the core rules due to NDA, so I am only commenting on the very mechanics that have been revealed by public demos.
With that tiny amount of information it's clear to everyone that armor and melee weapon damage are completely unrelated to reality, physics or anything approaching how they actually effect a real combat. That was clearly a design decision to favor simplicity over verisimilitude and to me that's an horrific design choice as there are other ways to achieve simplicity and retain a semblance of reality.
Hell, rules are there to do one thing: Determine if your cool idea works.
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I respectfully disagree completely.
Rules are there to provide a framework to determine how your character's actions interact with the world and are adjudicated by the GM.
Doing "cool" stuff in only part of that.
Focussing on "cool stuff" to the detriment of a grounding in realistic outcomes results in a game that is divorced from reality, shallow and generally (imho) a waste of my time.
If I want that experience I pick up a boardgame. OR a modern CRPG.
For me a PnP RPG is there for detailed, in-depth, richly nuanced game play.
This ain't that.
If they become overly complicated, then your idea stops being cool once you're going through the fifth table.
Agreed!
Hence my many, many comments in this thread agreeing that some simplification was needed in Srun 5e.
On the other hand, if they are too simplified, then every idea is cool and is successful. The trick is finding a balance.
Agreed!
Imho 6e is just that, cool over everything else.
It's all cool with no relation to reality or realistic outcomes.
That's why the new edge mechanic is so horrific in my estimation.
It replaces the real, gritty feeling of a dystopian world with the Men in Black trope of all flash and no substance.
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.
I agree 100%.
All the more reason why the rules should be clearly written, well edited and have easily understandable and accessible mechanics that are similar across the meat, astral and matrix.
5e failed terribly in that regard by implementing matrix and driving sub-systems that were completely different from the mechanics for the other sub-systems, were confusing, terribly written and horribly edited.
They could have been fixed / replaced with tossing the entire thing in the garbage.
If simplifying the rules gets closer to that objective, I'm willing to give it a shot.
So am I!
I was hoping the surprise announcement of 6e was going to lead to something awesome.
Unfortunately just with stuff revealed publicly it's horrible.
It's a total abandonment of any connection to realistic outcomes in favor of "the rule of cool".
It is, in essence, exactly what you asked for in your post above "a game to let you do cool things"
And as you said above, the trick is finding the balance.
IMHO this ain't it, it's far from it and it gives me sad as I was hoping for so much more.