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[Roleplaying Games] Thank God I Finally Have A Table For Cannabis Potency.

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Posts

  • SleepSleep Registered User regular
    Ardent wrote: »
    Ardent wrote: »
    I genuinely don't know if I want Shadowrun 6e. Are they going to actually address the game's underlying issues? Or is this just another cash churn?
    What do you consider to be the underlying issues? Am I correct in remembering that you do not like Dice Pool systems?
    Not ignoring the other questions related to this, just answering once (hopefully).

    The bottom line is the game has a tendency to play like ass. This is a tendency it shares with a lot of heavy crunch games that don't have intuitive subsystems. But for Shadowrun it's largely the endless list of situational modifiers to rolls that intensely matter but also make every roll an exercise in bookkeeping.

    It also has outstanding issues with leaning on legacy rather than simply accepting most Matrix work is just going to come down to executing scripts you've already written rather than spending time manually breaking through ICE, black or otherwise. Back in the 80s, yeah, it totally made sense as an archetype. Now, especially with wireless access to most networks, you either have someone on site with a different (more martial) skill set running scripts prepared for the job or, you know, simply creating/enabling a link for a remote intruder to enter the local network nodes. I've read that they're looking for ways to trim hacking down, which is good; hacking could easily generate the most rolls in a session for no apparent reason other than because rolling dice a lot makes you feel like you're doing something.

    Yes, the game's roots are cyberpunk, but at this point that's manifest more in the corporate kleptocracy system of governance the (game) world labors under than modern wireless technology enabling a hacking culture completely disconnected (no pun intended) from the posited cyberpunks of the 80s. Besides, the game's killer app...what makes it different from competitors is magic. So they should lean into that, emphasizing it and minimizing the Matrix stuff. But I don't mean adding more rolls to magic (whew, bullet dodged). Just expend more writing attention on the various magical practices than writing up network nodes and agents. Shift the role to a secondary one; something the Face or Rigger probably also handles in most teams.

    I don't mind dice pools. I don't particularly enjoy massive dice pools, only because at that point you're essentially just obscuring lazy math underlying the system rather than, you know, designing an efficient core mechanic for players to engage with. With some irony, Onyx Path's moves to limit dice pools to ~20 dice is a move in the right direction, although I'd personally consider 10-15 a better "desired range," with automatic successes driving most rolls.

    Beginning to wander a bit here, so I'll pause and let people tell me why I'm wrong.

    You know I normally would, except everything you said here is totally fuckin correct.

  • VanguardVanguard Je suis le savant au fauteuil sombre. Registered User, __BANNED USERS regular
    NEW

    MOTHERFUCKIN

    BURNING

    WHEEL

    Mostlyjoe13
  • italianranmaitalianranma Registered User regular
    I love the concept of Shadowrun, but I've never actually played a game with the rules as written. I've come up with an alternate rule set that I might post about one day in the game design thread, but I do consider most of what Ardent and others have said. Once concept that is important to me in the universe of Shadowrun (well, in my version anyway) is that magic and technology be generally mutually exclusive in that magic can only affect biological things and technology can't be used to detect or otherwise interfere with magic. For example you couldn't use a spell to alter recorded footage, but you could use it to alter the perception of a guard watching that footage which would probably be more difficult than simply putting him to sleep, but you get what I mean in the example.

    To me the 'fun' of hacking etc. during the run is in disrupting or denying the enemies' tech, or protecting your own team's tech from such attempts. I guess more like an electronic warfare specialist (write what you know I guess) than a hacker. And while that technically could be done remotely, I think it's easy to make it a conceit of the game that the hacker must be there to do this job: it's simply too easy to jam wireless communications.

    I'd love to take another pass at my rules and play a game with them, but I'm getting the L5R series off the ground in the next few weeks while I prep to move to Japan. So it'll be a few months at least.

    飛べねぇ豚はただの豚だ。
    Nips
  • ArcanisTheImpotentArcanisTheImpotent Registered User regular
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