QUOTE (Thanos007 @ Aug 28 2009, 10:21 AM)

I'm currently gaming with a group of friends who've pretty much only played D&D. We are currently taking a hiatus from that, waiting for one of our members to come back from out west. We've talked about what to do next and have bandied about different games. I of course mentioned Shadowrun and it's been kinda dissed. I tried the standard D&D with guns, hot lesbian elves, the 6th world, mega corps. All no go. Now those are the standard easy sell arguments. What else can I add to show the pure awesome that is Shadowrun. One guy doesn't want to play a bad guy, another doesn't want to roll six siders (very into d20), and the others are all kinda meh.
Help me help them learn there is more to life than d20 and freakin' D&D.
I can think of several sells, they can be applied in whatever combination you see fit. You know your friends.
1: Ask them why they don't like it. Don't argue with them; encourage them to tell you why they don't like it. After that you will probably be better prepared with arguments to counter them. I know you gave some of their arguments, and they are weak. Dig and found out the real reasons.
2: Nerd Challenge: Imply they can't hack it. Tell them SR is more complex than DnD and you understand if they are unwilling to try that hard. YMMV, of course.
3: Appeal to the "meh" people. You know their gaming hot buttons, right? Do they really like magic, or skill-monkeys, or creative problem solving? Think about the people in the middle, target their hot buttons with tailored appeals, and then at least you have a group on your side. It is much easier to persuade somebody who is on the fence.
4: Ask them straight up to just try. If they are your friends, they should be willing to try it at least once. It's your job then to make the game fun, really fun.
5: Tell the d20 guy you are worried about his RP cred if he won't try a system because of a friggin' die. Is he/she really that much of a kid? "But I don't like green food!"
6: Puppy dog close them. The term comes from pet shop owners who encourage families to take home puppies for the weekend. By the end of the weekend, the family has already mentally bought the dog, now they just need to purchase it. Give the book to one of your players and ask them to read it. If he likes it, just lather and repeat.
7: Run a one-on-one game for them. Nerds are like little kids. They want what other people have even if they don't like it. Get one of the "meh" people aside and run a private mini-game for him. Don't wave it in front of the groups' face, just let it come up naturally. They will want in because he is in.
8: Go Mojave on them. When Windows was getting really bad press for Vista, Microsoft invited a ton of people to try a "new" operating system they were working on, code-named Mojave. After they all raved about it, Microsoft revealed it was just Vista with a new skin. It quieted some of the naysayers, but the product still has issues. In your case, let the SR thing go for a bit. Then tell them you have a system you have been working on you want to try out on them. Do a quick write-up of SR yourself and get them into the game sans any obvious SR material. Use the magic drain system, etc. Let them play a few times and after the mage says how much he likes not having spell slots, tell him he is playing SR. After the big, bad orc starts talking about how much he loves being more than a beat stick, tell him he is playing SR.
Sad to say, but it's pretty standard among nerds to look down on other forms of nerdom and the people that indulge in them. For instance, DnD gets beat up a lot around here. MMO's get kicked around a lot at PnP groups, etc.
I'll confess, I used to be this way myself. A while back my group was playing 2nd Edition DnD. We had played WoD for a while, needed a change, and went back to our old classic. I played with a group of three brothers, and the youngest had been toting around 3rd Edition for a while, but nobody would listen to him, including me. Finally, he got me to just take the book home and read it. Great puppy dog close on his part. I read it and realized that 3rd addressed a lot of my issues with 2nd. When we got back together next week, he and I in concert sold the group. I've never played 2nd again. I learned my lesson not to judge a game before I tried it. Moreover, I've come to understand that just because a game isn't for me doesn't mean it "sucks."
It sounds to me like your group might suffer from this ailment of our kind. Diplomatically point out that they are judging something without trying it. If they only want DnD, then you will be disappointed. SR isn't DnD and DnD isn't SR. However, if they have it in them for a different experience, a new experience, you might have a shot.
Personally, I would gloss over some of the really big plot points. A dragon running for president just about broke my internal BS meter when I read it. Dunkie is such a giant Mary Sue and his will is such a blatant, poorly written and more poorly justified plot contrivance, that it hurts me. I've gotten past that because the game itself is intriguing and fun. Some people really like the over-the-top stuff like that, some don't. Figure out whether your players will like that stuff or not.
DnD commentary
[ Spoiler ]
I've played 2nd, 3rd, 3.5, and 4th. I wasn't thrilled by 4th because it seemed to me that they sacrificed entire systems that weren't broken on the altar of simplicity. That is fine, but DnD, to me, isn't a game of simplicity. So, I went into it with trepidation, but other members wanted to try it, and I'll try anything once.
What I found is pretty much what others have stated in this thread. 4th has been reduced to a war game in a RPG's skin. The RP mechanics are almost non-existant and the powers are suspiciously similar both within and throughout classes. While I like the elegant conceptual change of making the attacker always roll, that can't make up for the other frustrating quirks of the system. As an example, how can a game-playtested by so many people emerge with the terms blast and burst? I understand it's a simple matter of memorization, but it slowed combat at my table to a crawl. Of all the words they could have used... That might be a minor problem but it is indicative of the system as a whole.
I agree that the modules are trite, cliche, and so contrived I began to feel like I was playing The Days of our Lives: The Role-Playing Game. Most of them are littered with painful and annoying attempts to show off the systems' assets, but they aren't assets. It's a little like the local fat chick with eczema wearing a short skirt and tube top. They also punish the players for thinking smart, or simply require them to walk into obvious traps or put themselves in a weaker position in order to advance. This would be okay, except by removing all the diverse and utilitarian items and spells from the game people can't enjoy thinking around the problems anymore. Despite their work on the monster system, the modules consistently pit players against challenges that should beat their asses, and then handicap the players anyway.
Sorry, didn't mean for this to turn into a review. I'm just really annoyed because 3.5 to me was so much closer to the class-based fantasy RPG I want, and I feel like WotC threw away the good parts just so they could claim it was all new. I'll try anything once, and I'm only playing 4th once. After this module we are running is done I'm packing away my 4th Ed. books for good.