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> Regrets, Was fourth edition a good business move?
Cheops
post Apr 11 2007, 04:06 AM
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QUOTE (Denicalis)
I think the game is as good as ever, and the dice system is interesting and not at all hard to really get into.

And this is the single greatest argument for why SR4 was a good move for the company. Teaching SR3 to new players was incredibly difficult. SR4 is smooth and easy to teach. Especially since I usually have 2-3 noobs and only 1-2 experienced players.
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Demonseed Elite
post Apr 11 2007, 02:13 PM
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QUOTE (Demerzel @ Apr 10 2007, 06:49 PM)
Didn't they really only want BattleTech anyway?  Seems like the interactive IP for SR was thrownin to not confuse the lawyers...

My FASA history is probably fuzzy, but I believe the whole print side of FASA was basically created to fund the development of the Battletech simulators, which is what the founders really wanted to do. So for them, ditching the print side for the digital side was probably a no-brainer. But it kinda sucks for those of us on the print side, not to mention those of us who would like to see more digital material that closely corresponds to the print products.
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kzt
post Apr 11 2007, 02:32 PM
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QUOTE (Demonseed Elite)
My FASA history is probably fuzzy, but I believe the whole print side of FASA was basically created to fund the development of the Battletech simulators, which is what the founders really wanted to do.

Nah, early FASA print product was mostly Traveler adventure books. That was like 1981 IIRC. Battletch was later. Along with the Star Track combat simulator, etc.

My understanding was that the members of of senior management that wanted to remain active in the non-electronic game industry didn't want to do it in Chicago and wanted to do other things. Like Clicks.
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Demonseed Elite
post Apr 11 2007, 05:27 PM
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The Clicks stuff was part of Jordan Weisman's work though, wasn't it? Jordan was very much a part of the electronic gaming end. He was Microsoft Games' Creative Director, after all.

Jordan Weisman's Wikipedia entry has some info on this. There's also a FASA entry with a history section.
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Cain
post Apr 11 2007, 07:48 PM
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QUOTE
And this is the single greatest argument for why SR4 was a good move for the company. Teaching SR3 to new players was incredibly difficult. SR4 is smooth and easy to teach. Especially since I usually have 2-3 noobs and only 1-2 experienced players.

You know, I have to argue this point somewhat. I could teach SR3, minus the rigger rules, to a total newbie in a few minutes. Sr4 isn't noticeably easier, but I do have to give it credit-- it's much better laid-out and smoother to follow than previous SR editions.
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Eryk the Red
post Apr 11 2007, 07:54 PM
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Then I must applaud your teaching skills, Cain. That's not a common experience.

I don't even hate SR3. I like the rules concepts in it, on the whole, a great deal. But I never had any success with it. SR4 was a lot easier for me to jump into.
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eidolon
post Apr 11 2007, 08:57 PM
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I had a longer post earlier today about "hard to teach" but I ended up not posting it.

Pared down, I think a lot of people confuse "teaching a new player SR3" and "expecting a new player to know everything there is to know from the core book, MitS, M&M, CC, R3, etc etc etc".

"You roll your skill plus any applicable pool dice, if you want, against a TN that I give you."

"You roll your skill + attribute + Edge, if you want, and try to get as many hits as I tell you."

Neither one of them is difficult to comprehend, yet both of those players were taught to play. (We're assuming that you explain "what roleplaying is" separately, and that both games require you to tell the player enough of the story to get going.) IMO, everything else in those first few games is up to the GM. Players will pick up more over time, and you will have to tell them less and less.

I've never had someone dislike or quit SR3 because it was hard to learn. I've also never had trouble teaching someone the game.
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ornot
post Apr 11 2007, 10:09 PM
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I always found the difficulty with SR3 was all the rules being spread through so many books. Well, that and my GMs frequently had some aversion to actually learning the magic rules... or the matrix rules.

I can't really complain all that much though, as the matrix rules got rather complicated.
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tisoz
post Apr 11 2007, 11:43 PM
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QUOTE (ornot)
I always found the difficulty with SR3 was all the rules being spread through so many books.

This statement seems incredibly silly to me since SR4 has so far only released two core books. There is no way anyone is going to convince me Street Magic does not contain as many rules as say MitS.

If your preference for SR4 lies in not having some rules in some additional core books, you can thank FanPro for having a slow release scheme. Thinking all the rules will remain in a single book when all the core books are published and the product is as mature as SR3 is silly.
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kzt
post Apr 11 2007, 11:52 PM
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QUOTE (Demonseed Elite)
There's also a FASA entry with a history section.

That seems to be extremely accurate, matching in pretty much all respects what I had heard from several people closely tied into the the company, some at a pretty high level. And from when I used to game with Andrew Keith when he was writing for them.

It leaves out Jordy screwing up fully playtested games by making arbitrarily changes right before printing (like the Star Trek Combat Simulator where one possible effect of getting hit by a photon torpedo was the ship undamaged but 100% of the crew dead), but otherwise it seems pretty much on target.
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Cain
post Apr 12 2007, 01:40 AM
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QUOTE (Eryk the Red)
Then I must applaud your teaching skills, Cain. That's not a common experience.

I don't even hate SR3. I like the rules concepts in it, on the whole, a great deal. But I never had any success with it. SR4 was a lot easier for me to jump into.

As Ediolon said, was that because you were expected to swallow all the books at once? Or was it because the system itself was hard? My experiences happen to match E's, in this case, almost perfectly. About a year ago, I started a SR3 game with some new players, and they expected that new players would instantly take in all their home expansions to create a coherent character. I can see how that would turn people off. But if your GM is careful, patient, and doesn't hand you too much at the outset, you can teach SR3 to a total newbie, time and time again, successfully. I've done it, Eidolon's done it, and many others here have done it. Teaching skills are just a bonus.

Also, was it easier to jump into because the writing itself was better? SR4 isn't any easier to teach, but it does spell things out better. And let's face it, FASA had some of the worst layout issues in the industry. I've discovered that well-written games are much easier to jump into; and like I said, SR4 is by-and-large a well-written book. That's the real "improvement" of SR4-- it brought the writing and layout up in quality.
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Demerzel
post Apr 12 2007, 02:12 AM
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I think the important aspect isn't so much how hard is it to teach a player to play, but how hard is it for a GM to learn. Afterall, the limiting reagent in all RPGs in my experience tends to be good GMs.
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eidolon
post Apr 12 2007, 02:14 PM
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QUOTE (ornot)
I always found the difficulty with SR3 was all the rules being spread through so many books.


But that's what Cain and I are saying. The rules you need to play the game, Shadowrun 3, are found in one book.

Now, if you have read the other books enough to see the options that they open up to you, you might feel like you need and/or are supposed to know all of that material, then you might come to the conclusion that you need the other books to play. That isn't the case, though.

The only reason this feeling exists in SR3 and not (yet) in SR4, is because the other books for SR4 aren't out there waiting to be picked up and read. I know people are chomping at the bit for Augmentation, et al, but they aren't there. Aren't you playing SR without them, though?

QUOTE (Demerzel)
I think the important aspect isn't so much how hard is it to teach a player to play, but how hard is it for a GM to learn.


I agree. SR3 does have a bit of a learning curve for the GM, especially if that GM is only familiar with much simpler games. I came into SR3 from AD&D 2nd edition, in which we did not often use many additional rules supplements. It was a major shift for me to go from THAC0 and a die roll for damage to all of the mechanics of SR. But I approached it bit by bit, read voraciously, and learned the game well enough to start running it. There was a progression, of course, from "just combat" to "combat with magic" to "combat with magic and decking" etc. But I believe that this happens any any game with more than one central aspect.

I also sometimes wonder if our ever shortening attention span has led to a market that expects to be able to pick up the book and play five minutes later. There are great games that allow for that, and great games that do not. Shadowrun is a great game that requires a bit of investment.

And going by what Cain (and others) have said, they did a better job with layout, which can only speed up and aid the learning of the game by that first individual. From this aspect, you might be able to say that it's easier to pick up. I still wonder how much of that has to do with the fact that SR4 players are not yet having to cross-reference five books.
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ornot
post Apr 12 2007, 02:32 PM
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QUOTE (tisoz)
QUOTE (ornot @ Apr 11 2007, 04:09 PM)
I always found the difficulty with SR3 was all the rules being spread through so many books.

This statement seems incredibly silly to me since SR4 has so far only released two core books. There is no way anyone is going to convince me Street Magic does not contain as many rules as say MitS.

If your preference for SR4 lies in not having some rules in some additional core books, you can thank FanPro for having a slow release scheme. Thinking all the rules will remain in a single book when all the core books are published and the product is as mature as SR3 is silly.

Note that I made no comparison of SR3 to SR4.

It is a very fair point that SR4 has not yet released all the supplements that SR3 wound up with, and it is likely that cross-referencing as many rules books as may be released will become a problem. This is the price we pay as players of a game that tends toward gritty, and has so many different aspects (eg. magic, matrix, 'ware etc.)

I do find the SR4 core book easier to read than the SR3 core, which is probably, as Cain says, due to improved layout.
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Synner
post Apr 12 2007, 03:45 PM
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QUOTE (tisoz @ Apr 11 2007, 06:43 PM)
QUOTE (ornot @ Apr 11 2007, 04:09 PM)
I always found the difficulty with SR3 was all the rules being spread through so many books.

This statement seems incredibly silly to me since SR4 has so far only released two core books. There is no way anyone is going to convince me Street Magic does not contain as many rules as say MitS.

Note that the "rules spread over a number of books" issue was/isn't the only hurdle (or even the biggest one) in many people's eyes. The bigger underlying problem was that those rules varied so greatly from one another and made referring to them mandatory. SR4 set out to streamline the rules, which many people mistakenly read as simplify (or "dumb them down" as many put it). In fact what the designers have been doing is removing redundancies and focusing on establishing common core mechanics.

That's exactly what we've done and it does impact significantly both people's perception of the overall complexity the game and the learning curve. Not only are we reducing the number of separate and distinct mechanics but rules folded under a common and intuitive mechanic. Examples include the way in which 20+ basic spirit types in SR3 have been streamlined to the 9 spirit archetypes in SR4; or the common mechanics for all traditions; or to cite an example from Street Magic, whereas SR3 had no less than 10 different types of "possession" powers/abilities each with its own rules variations and for the most part different mechanicsm in SR4 we have 2 different types of "possession" and will not be introducing any more variations.

Having drafts for Augmentation and Arsenal in hand, I can vouch for the fact that the same design philosophy applies there too (ie. toxins, diseases, drugs, bioweapons, weaponized nanites, etc could all use the same basic rules and mechanics, so why not?).

So, while SR4 might fall prey to a certain level of rule's bloat as more books come out, the overall complexity is reduced and the number of special situation rules needed introduced is cut down. Consequently Street Magic does indeed contain "less rules than MitS" while retaining just as many options (if not more).
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eidolon
post Apr 12 2007, 04:17 PM
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We forgive you for having to walk the party line. ;)

I kid, I kid. I don't doubt that many people think that the "one mechanic" model is the best thing since slick sliced cheese, and I'm sure it makes the game a little easier to grok for a new player.

My own ... reservations in regard to SR4 has less to do with mechanics than with other aspects, but that's a matter for another thread/day/etc.
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FrankTrollman
post Apr 12 2007, 04:22 PM
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QUOTE (Synner)
whereas SR3 had no less than 10 different types of "possession" powers/abilities each with its own rules variations and for the most part different mechanicsm in SR4 we have 2 different types of "possession" and will not be introducing any more variations.


This isn't just Hyperbole on Synner's part. SR3 had:
  1. Loa Possession
  2. Loa Zombie Possession (different mechanics from #1)
  3. Insect Infestation
  4. Insect Critter Infestation (different mechanics from #3)
  5. Possession Metamagic
  6. Free Spirit Possession
  7. Imp Focus Occupation
  8. Corpse Cadavre (spell based, despite explicit prohibitions of spells from doing that)
  9. Ally Inhabitation
  10. Shedim Inhabitation (different mechanics from #9)
  11. Master Shedim Inhabitation (different mechanics from #10)

And that's excluding things that had SR2 rules that never got rules updates into SR3 such as the Horror Constructs from Harlequin's Back. The attempt to combat rules bloat in Street Magic was multi-level. Over and over again arguments were had "can we make a more general rule that covers all of these things". Some will say that we didn't go far enough, others will say we went too far (I know first hand that people on the riting staff, myself included, fall into one of those camps) - but the fact is that we did reduce all of those special instance rules to two rules: Possession and Inhabitation.

That allows us to have things like Golems without having to write even more unique mechanics that people would have to look up.

-Frank
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eidolon
post Apr 12 2007, 04:38 PM
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Still, though. Those things didn't "tadaaa" appear in SR3. They came about due to constant addition and evolution through three editions of the game.

I'll be impressed if SR4 doesn't fall prey to the same, and if from now on all new ideas are just crammed...um, gently caressed into the existing mechanics. I will. But saying that there were 10 different types of possession in SR3 is not evidence that SR4 will never suffer the same fate. It will take a concerted, consistent oversight effort to prevent such occurring again. You can tell me that that exists now, but supposedly it existed before.

Again, I don't have enough experience with the new mechanics to say that I'm arguing that they're bad (or good). Just making the point. I dislike arguments saying "X is better because Y had Z" when there's no conclusive evidence that X does or doesn't have Z.
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Demonseed Elite
post Apr 12 2007, 04:57 PM
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QUOTE (eidolon)
Still, though. Those things didn't "tadaaa" appear in SR3. They came about due to constant addition and evolution through three editions of the game.

I'll be impressed if SR4 doesn't fall prey to the same, and if from now on all new ideas are just crammed...um, gently caressed into the existing mechanics. I will. But saying that there were 10 different types of possession in SR3 is not evidence that SR4 will never suffer the same fate. It will take a concerted, consistent oversight effort to prevent such occurring again. You can tell me that that exists now, but supposedly it existed before.

There are a number of factors at work to prevent this. Like you mentioned, there is careful oversight. The editors know to look for new rules mechanics in material and call the writers out on it if they see it. The editors in SR3 really did not care if we added new mechanics. I know because I added quite a few during my time writing for SR3. If the mechanic worked, it went through. No one was checking to see if it used the same mechanics as past mechanics. No one was concerned about that during SR3.

Second, the books are clearly divided up between rules and setting material. This was not the case in SR3, where we were often encouraged to add rules material to the Game Information section of setting books. In SR4, a setting book is a setting book and a rules book is a rules book. There are no new rules in Runner Havens, unlike the new rules often found in the Shadows of... books. I imagine if there were some case in the future where we had to put some new rules in a setting book (and I know there are efforts to avoid this), those rules would be checked to ensure that they follow existing mechanics from the core rule books.

And yeah, sure you have to take my word that I'm telling you it exists now, but you can also take my word that it did not exist before. Consolidating mechanics really was not a priority back in the SR3 days.
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eidolon
post Apr 12 2007, 05:17 PM
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Cool cool.
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Cheops
post Apr 12 2007, 05:48 PM
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QUOTE (Cain)
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And this is the single greatest argument for why SR4 was a good move for the company. Teaching SR3 to new players was incredibly difficult. SR4 is smooth and easy to teach. Especially since I usually have 2-3 noobs and only 1-2 experienced players.

You know, I have to argue this point somewhat. I could teach SR3, minus the rigger rules, to a total newbie in a few minutes. Sr4 isn't noticeably easier, but I do have to give it credit-- it's much better laid-out and smoother to follow than previous SR editions.

Yeah? Now did this include the Decking rules as well? Or did you kind of gloss over that too? Or were you in one of those groups who didn't use those rules?
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X-Kalibur
post Apr 12 2007, 05:53 PM
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QUOTE (Cheops)
QUOTE (Cain @ Apr 11 2007, 07:48 PM)
QUOTE
And this is the single greatest argument for why SR4 was a good move for the company. Teaching SR3 to new players was incredibly difficult. SR4 is smooth and easy to teach. Especially since I usually have 2-3 noobs and only 1-2 experienced players.

You know, I have to argue this point somewhat. I could teach SR3, minus the rigger rules, to a total newbie in a few minutes. Sr4 isn't noticeably easier, but I do have to give it credit-- it's much better laid-out and smoother to follow than previous SR editions.

Yeah? Now did this include the Decking rules as well? Or did you kind of gloss over that too? Or were you in one of those groups who didn't use those rules?

Cheap shot right there. Decking/Hacking has always been a bitch to manage. Regardless of rules.
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Cheops
post Apr 12 2007, 05:54 PM
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Not in SR4. All the little tricks take time to learn but the mechanics play very fast and easy.
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eidolon
post Apr 12 2007, 05:56 PM
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It gets a pretty bad rap, though. Just like the rest of the rules, if you take the time to learn them, bit by bit, add things as you're comfortable, and if your players make a little effort and don't rely on you (the GM) for everything, it can go pretty smoothly.

Not that I use every bit of them, but then who does? I'd be surprised if anyone uses all of the rules, all the time, for much of anything, in any edition.
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knasser
post Apr 12 2007, 06:18 PM
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QUOTE (Synner @ Apr 12 2007, 03:45 PM)
Having drafts for Augmentation and Arsenal in hand...,


You tease! You utter tease!

*sobs*

On the subject of 4th vs. 3rd, another great plus in fourth (I consider the rules a plus), is the quality reworking of the technology and setting to make it more palatable to people of today. No-one in the world of modern technology could take seriously the idea that you had to lug a great big "deck" around in order to do anything useful with computers. Nor that most people couldn't do useful research online or weren't connected to the rest of the world unless they had a big cable snaking from their head to a wall socket. Wireless, AR, commlinks and other bits and pieces make the whole setting much less jarring on a new player's sense of disbelief.
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