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I'm sorry Cain, but the change really isn't that big. Fixed targets over variable, one hit to stage rather than two, damage tracked by boxes rather than levels (the old L/M/S/D thing), Edge instead of karma pool, 4 being the new 6, and caps. The only major change I see is caps, and none of it even combined makes the systems radically dissimilar let alone a new engine. Myself and the long time player I have were able to pick most of it up intuitively, checking only a few details.
Sorry, but the change is complete and absolute. The only similar thing I see is that they kept d6's, and a few names. To prove this statement, I challenge you to try converting some old rules material to SR4. Guess what, you can't do it without a major overhaul. In fact, Fanpro/Catalyst basically says it's impossible; there's an official list on the SR4 main page listing which books are obsolete, and which are not.
Even Bull himself said it was comparable to a total conversion to d20. It was a post made here on Dumpshock, but the search function has gone wonky on me, so you'll need to look it up yourself. Bottom line: it's a totally different game engine, with totally different mechanics.
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This is true of virtually anyone who debates in online forums I think. People as a whole do not change their minds until they want to change their minds and feel it is their own idea.
Kevin Siembieda takes it to a new level. He's gone after people on online forums for not totally loving his product, and has a reputation for not handling criticism well. He's threatened lawsuits over fan conversions of Palladium settings. I don't think Peter is anywhere near that bad; during his tenure as assistant line developer, I've seen some about-faces come about as a result of ruckuses here on Dumpshock. Then again, there's that recent development over metavariants in RC; he seems to be pretty stubbornly clinging to his own work, even when faced with the mechanicall problems that appear. That's a new development, though; I'm still waiting to see how that plays out.
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The mechanics changed, yeah. But where is this reboot that everyone keeps talking about? The Awakening happened in 2011. Dunkelzahn awoke in 2012 and started Wyrm Talk. The Crash of '29. Bugs started making in-roads into humanity around the '50s. Dunk became president in 2057 only to blow up the night of his inauguration. The Arcology Incident introduced Deus, who would later end up causing the Second Crash. All of that information is still right there in the corebook and is mentioned in all of the major releases Fanpro / Catalyst has written as of this posting.
To put it simply, while it may not qualify as a total reboot, it certainly is a whitewash. Compare the history and "Living in the modern world" sections from SR1 to SR4. SR1 focused heavily on the political and social changes that happened, with a lot of emphasis on the Great Ghost Dance war and racial/political tension. SR4 focused heavily on the wireless matrix. A great deal of important material from the original setting was ignored/swept under the rug in order to make room for the new matrix.
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You're not the only one. There's also a fairly logical reason as to why the timeline was pushed from 2064/2065 to 2070, both in terms of story and game mechanics and that's the introduction of the wireless Matrix. There needed to be a believable time gap to establish the Matrix 2.0 and have it integrate into the cultures of Shadowrun. I seriously doubt that five/six-year gap was arbitrarily picked just to dick over 1st/2nd/3rd ed. players, and I'm speaking as someone who has nearly every SR sourcebook published (they're great flavor pieces even if the leaders and power players have changed). Bringing hackers actually into the running team rather than sitting in their moms' basements is hands down the smartest thing SR 4th ed. does.
The time gap itself isn't a problem, although considering how many radical changes they shoved into that five-year gap, it does stretch credulity. It's taken twenty years for cellphones to catch on, and I still know a lot of people who don't have them. I also know people who still use dial-up. It's asking us to swallow an awful lot of changes in a short period of time; and that's just on the technological level. The new global culture was designed to fit around the matrix, not the other way around. I mean, in five years, we go from Bright Lights/Deep Shadows to a Bluetooth version of 1984. It's impossible to operate as a shadowrunner if you follow the fluff as written. Also, shadowslang almost got the big heave ho; in five years, we see the slang not only almost totally replaced, but switched with an identical copy of 1990's idiom. What we're seeing is actually a regression in vision; instead of an iconic future, we're presented with a souped-up present.
As far as deckers go, you could always get the decker to come along with the team, just by putting the paydata in offline storage. That was hardly a SR4 innovation. What SR4 tried to do was give the decker more options in combat, by allowing wireless hacking of an opponent's gear. However, in practice, that sort of thing doesn't really work out as advertised. You're generally better off just shooting them than messing with their gear.
And the decker dominance problem still remains: when the time comes for legwork, the decker takes over the game, and everyone else goes out for pizza. Most of the information you need is on the matrix, so logically the best person to get the intel is the person with the best Data Search skill and Browse program. Since you can't default to an attribute in the matrix, you need both program and skill in order to have any dice to roll. In theory, you could spend edge; but for one, that seems like a waste. And two, a Data Search roll is an extended test, and you can only make as many Extended test rolls as you have ranks in the skill. So, with a skill of 0, you can't really make any rolls at all towards the Extended test.
In an average game, you're going to be making about as many data search rolls are you will be perception rolls. You start by gathering general intel on your target, double-checking the info Johnson gives you, and checking the backgrounds on everyone involved. All this is best handled by Matrix searches; all other characters might have to offer right now are contacts, who may or may not be the right type to offer you information on your job. After you've you've got your basic intel, you start forming a plan, and go after detailed data on specific items. Once again, this is best done via Data Search rolls on the matrix. You also start hunting down specialized pieces of gear you might need. Depending on what that gear is, contacts may be useful; but if you're after things like janitorial uniforms and equipment, you're probably better off on the matrix. Finally, you start piecing the plan together. Now the other players can rejoin the game: it's time for astral recons, meeting people, and gathering the stuff you need. This is pretty much what happened in every SR4 Missions game I encountered, as well as one of my trips through
On The Run.
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Oh and I'll agree the Magic system had too many variants and needed simplifying since 2nd edition. But they took this way beyond and started making even mages and shamans similar in conjuring (Their distinguishing differences were NOT spellcasting to begin with). This is quintessential Shadowrun from 1st to 3rd that you've got very different intellectual and emotional magic systems and simply a gloss of style.
Agreed. If you look at SR1-3 you'll notice that the shamanic and hermetic traditions got about a page and a half of fluff each. That served as an introduction to what the tradition was all about. In SR4, each one gets about a paragraph. A lot of flavor text was removed, in order to make way for the new unified magic system. That's not to say that the unified magic system isn't a basically good idea (I actually like the way it works) but they did sacrifice flavor in the process.
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So we dumped all this for what simplifying factor? Character Creation is a pain, vehicle and initiative interactions are a pain and confusing.
I totally agree with all your points except one. My hate of the Maneuver Score knows no limits; the new system is indeed better than that. It still doesn't work very well, though. If you'll notice, there are actually *two* different set of Vehicle combat rules. They're mutually incompatible, neither of them do a good job of running combat between more than two vehicles, and neither of them do well at mixed pedestrian/vehicle combat. To top it off, there's a third set of vehicle rules in the rigger section, which doesn't belong with either of them. However, on the balance of things, it's still simpler than the Maneuver Score.
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Oh, and as to killing off lots of leaders, and the "sacred" matrix you speak of... Systems Failure was a 3rd ed book. Even if the edition hadn't changed, the world would have, and it would have moved on with or without you.
System Failure, like some other 3rd ed books, was conceived of after SR4 was greenlighted. There were several SR3 books which were released post-SR4; additionally, this was about the time that
Shadows of Latin America was almost finished. As already stated,
System Failure was basically a Gehenna book for SR3, designed to clear the slate and make way for SR4.
I've said it before and I'll say it again: SR4 was designed around shiny new toys, and the rest of the world (and some of the rules) were squished around them to fit. You want evidence, look at technomancers. Their sudden appearance makes no sense (they just come out of the blue, developing wireless magic after being exposed to a wired matrix), their plot points are a mess, and their rules don't work. They started off as an underpowered mess; to fix this, they were given absurdly powerful Echos that don't always work out right (or so I'm told, I haven't read
Unwired yet). And even then, considering that they're karma sinks, I still don't see any evidence that they;ll be balanced against well-optimized characters with equivalent karma. They were a work-around, added without much thought, and it shows.
Edit: Posted as I was posting:
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Debates about 4th edition rules mechanics are for another topic and have nothing to do with setting, plot or anything else in this thread. But I will say this: If I'd brought 2nd or 3rd ed. to my group of novice gamers I would have been chucked out the room for a) a game with overly complicated rules and b) dated technological and sociological references.
SR4 is not that much simpler than SR1-3. To give credit where credit is due, SR4 shows a significant improvement in layout and presentation over previous editions. It's not that the rules are simpler, it's that the presentation is much, much better. That is one place where I applaud the SR4 developers.
As far as dated technological and sociological references, would the same thing happen if you brought a Star Wars game to a set of newbies? What about Star Trek, or Buck Rogers? There's many futuristic settings that don't match up with modern technology and sociology-- that's not a problem, that's part of their charm, and part of why they're so popular. As another example,
Traveller just had another major release; that system is based on late 1970's futurism, and still does well.