Last Friday I ran a simple snatch-and-grab 'run with some of my players using Shadowrun First Edition just because I hadn't run it since three of the players (16 years of age) were born. We had two Shadowrun vets from the SR1 days plus me, and I had spent the week re-learning the SR1 rules for this event. Now, my memory was not clear as to what was 'wrong' with the SR1 rules from way back when - since we had quite a bit of fun with them back in the proverbial Day™ when SR first came out. It was kind of like getting a new edition of the rules, since I was re-learning things I'd forgotten all those years ago in preparation for this game.
THE BOOKS
I find my love for Shadowrun rekindled by re-reading the original core books. All of the elements that made me fall in love with the Shadowrun universe were here. My views on Cyberpunk are that to remain true to the original Cyberpunk literary movement as it applies to gaming, it is the future as seen from the 80s. My tagline for the SR campaign I'm working on is actually "20 minutes into the future... of 1987". I loved the artwork, the look of the books, the decker commentary on all the sourcebooks, the Native American influences that seem to be forgotten in the newer editions, the pervasiveness of Japanese influence that has also lost its bite. There is something that can almost be called "quaint" about the SR1 books themselves when compared to the modern books, but it just so happens to be exactly what I'm looking for in an RPG.
THE RULES
Here are my observations on The Rules. About 70% of it is identical to SR2, which is my default Shadowrun engine. I feel that SR3 got too fiddly and SR4, while posessing the quickest and cleanest rules set has misplaced the feel of the setting entirely. The dice pools are markedly different from SR2, with no combat pool to speak of in an offensive manner, and two seperate defense pools for melee and ranged combat. I actually like this quite a bit as it tended to make the actual combat skills even more important since you couldn't just dump CP dice into them on attacks.
Variable staging numbers were kinda fun to play with again. While they did add a level of complexity (which is why they were removed IIRC) it did make the choice of weapons and attacks a little more interesting as it made some weapons quite a bit more difficult to resist damage from. One of the most interesting things about weapon damages in this older edition was something that must have been recognized by players and GMs back then that I don't recall having a particular problem with before - but it stuck out to me now. The average firearms in the hands of the PCs weren't doing much at all against opponents with any kind of armor. Armor, under 1e, gave "free successes" versus weapons fire. This means a Ballistic rating of 3 will automatically stage down most heavy pistols one damage level, and weapons with a lower staging are mostly useless without some real skill dice backing them up. Even the Ares MP LMG one character was using wasn't as destructive as one would thing against a moderately armored corporate security team.
Magic. Oh, magic. We had a Combat Mage archetype in the team, and the Aztechs had one on their side as well. I'll tell you this, the spellworms were a whole hell of a lot scarier in First Edition. All combat spells started with a base damage of L, with their staging determined by the type of spell. Now, to me this was kind of intuitive, but not really. See, I believe the original intent of the variable staging numbers was that higher numbers meant an attack was harder to soak. This is true. But it is also true that it makes it harder to stage the damage UP... resulting in more damage being done in this game with the lightweight spells like Mana Bolt and Power Bolt than with the Big Ass spells. Why? Our mage hit a Troll Street Samurai archetype on the other team with a Manabolt. The target number was his willpower, which was 1. Enough successes were rolled to stage the damage up to D+3. His one die of willpower and six dice of spell defense from his own team's mage weren't enough versus a TN of 5 to drop it back past D. Thus the troll bought it from a single manabolt. Dead. Graveyard dead. Unfortunately the next round the Aztech mage did the same thing to our team's troll. Low willpower was DEATH in SR1 much more than in later editions. And drain was a lot simpler to soak, too. The mage casted every single action during combat, and never took so much as a single box of drain due to a good willpower and some magic pool dice. Oh, and sticking mostly to manabolts and powerbolts.
Initiative was fun, with the wonkier numbers for multiple actions. Doing it by 10s is easier, and the passes system in 4e allows everyone to act before second and third actions come up, but damn I missed the combat monsters being monsters and acting a coupla times before the slower characters could. It wasn't as fair, and wasn't as fun for the slower PCs, but it really did underscore how inhumanly fast wired and spelljacked characters were.
All in all, I can sort of see myself playing 1e again a coupla more times just to see if any more cracks appear in the Old Game. I, myself, had a blast playing. It really took me back. And with a new crop of Shadowrun players who haven't been through ANY of the modules or read any of the later game books, hell I can whip out the UB on them. Bugs are bad, mmkay? Or any number of old modules I own.
It might sound crazy, it might even be heresy... but we enjoyed these old games back in the day. They were flawed, they were broken, but at the time we didn't care. We rolled dice, we ate pizza, we had fun. And I think that can be done again, as a serious campaign or just for nostalgia and giggles. I love showing these young whippernsappers in our game club how we rolled back before they were born. And the wierd thing is - they love it, too.