I kind of regret sharing the link now...
Don't be- these sorts of discussions can be productive so long as people keep their personal feelings and vendettas out of things. It's kind of a pain to sift through all the sniping of other users, the creators, etc, but there is good discussion here. And if you hadn't shared it, someone else would have.
Completely agree with this, @MP. Someone else would have posted it anyway. It's been a hot discussion topic on Facebook and on Discord, which is why I even know about it to begin with.
Unfortunately I don't know exactly what rules they got wrong, otherwise I'd love to analyse why they got them wrong (I understand why people got toxins completely wrong, even though I seem to have parsed it right myself, which was a mistake another podcast apparently made), but any time I could spend watching that video I'd rather spend watching Netflix or playing boardgames.
I would highly recommend actually watching the video!
Obviously they did to some extent, but a huge part of game design is conveyance: The game using its mechanics and layout and thematics to sort of teach you how to play them without having to come out and tell you how to play them. A
biiiiiiiiiig issue with new edge is that the fact it is an abstract mechanic taking the place of a literal one breaks a major 'rule' of conveyance.
Those rules are, of course, guidelines. You can have abstract mechanics in a game that is pseudo-simulationist, like SR is... and does! Old edge was an abstract mechanic too wearing a weird rubber suit that looked like a simulationist mechanic to help you 'grok' it faster. It just is that when you violate those rules of conveyance its ideal to shore it up elsewhere: Old edge was purely abstract, but had fluffy concepts behind it that scanned to how we view the world on the abstract level already, and its usage was mostly rather simple.
If 6e has any objectively existant flaw its the failure of conveyance of its concepts and how to have fun playing it, so looking for where those break down and shoring them up is important. Even if 100% of the information in the video was wrong (and its not) it would still do anyone who actually cares about 6e well to understand these criticisms because it likely means that there is a conveyance failure.
For example, for the obviously wrong part of how mages can't get edge, it may be wise to place more emphasis on how mages can get edge by attaching conceptual weight to their interaction with reagents: Bringing it down from an abstract concept and creating a clear, concrete reason why mages get edge for doing it that the mage character in universe is partially aware of, so it becomes really clear how you do it: Spending reagents something something blessing of spirits something something, for example. Without changing any rules and instead creating more thematic focus on the act of spending reagents to generate edge, you make the rules... better. Point out that mages who successfully use combat magic not only harm their enemies but revitalize themselves as the act of destruction 'aligns their essence' or whatever. Just as old edge was dressed up in thematic language to cover its abstract behind, new edge could be as well, at least in areas like magic, because you can make the generation of edge less an abstract 'momentum' based benefit and more a concrete knowable side effect: The spirit gave you good fortune, frying that dude has your mana all jumping for joy, ect.
While I personally think 6e's edge is fundamentally just not a good mechanic and struggle how to imagine to fix the problems it causes for the entire system, a really low hanging fruit to at least make it way less aggravating is, wherever possible, make any method that gives you edge have a concrete example of what the edge actually is. I probably would not have come to this conclusion as strongly as I did without watching that video, and I agree with the video! Imagine what you could do as someone who actually LIKES edge and wants to make people understand how cool you think it is with the information in it?
Now to get into the sensitive stuff. Let me preface with a gross butchering of not even a quote but a concept by PBS's Mike Rugnetta:
Someone pointing out a fallacy in good faith is them being concerned you are not arguing to the best of your ability, and are hurting your argument. I also want to emphasize that disagreeing with someone isn't an excuse for being a jerk, and that people can be pretty grody towards people who like 6e. And, of course, I want to emphasize I am no saint, and have, in fact, participated in toxic fan culture in the pass, which colors my perspective because I know the mindset that leads one there and empathize with it, but also that may make people guarded around me.
This contributes to the tribalism problem. You, accidently or not, seemed to indicate you don't think a criticism is legitimate without even having listened to it. While the phrase "I don't know exactly what they got wrong" could just be discussing the errors others are talking about, it has pretty overt negative connotations and one has to admit that even if it wasn't the intent it can
easily be read as you thinking the criticism is just overtly 'wrong' and thus that it shouldn't hold weight, rather than you being concerned about correcting specific parts of the criticism without dismissing it.
Like intent doesn't... really matter when you are trying to persuasively defend a position, which you have chosen to do in regards to your enjoyment of and appreciation for 6e and your desire to defend it and refute claims that is bad and correct the issue and say its really good!
The optics on that make it seem like that evidence based arguments do not matter to you. I am sure they do, I remember that you went to quite the lengths to talk about how weird and gamey recoil felt in 5e on Shadowrun Universe, and I know you feel the discourse is overwhelmingly toxic, but it bears repeating that a big reason a lot of the discourse is toxic is many people feel 'forced out' of these forums. It isn't your job to walk on eggshells around other people but if you like 6e and want people to come to see the strengths you see in it, it is important to avoid coming across like you are dismissing its faults out of hand, even if you are not doing that.
And, finally, do feel free to not engage with stuff that doesn't make you happy. A big problem with toxic fan culture in the first place is the inability to walk away from experiences that are not enriching and it really IS good to say "I would rather play boardgames than submerge myself in negativity." If you aren't feeling it, it isn't your job to wade into it!