QUOTE (DeadLogic @ Oct 19 2010, 01:22 AM)

I really don't need mechanics to tell good stories; any good role-player doesn't need an artificial mechanic to generate good storytelling. I think shadowrun does it so well because the setting established a mindset with the players that this is NOT going to be a heroic game. This gives them the freedom to explore different avenues, not just that one "chaotic evil" guy who dicks around with the other PCs. We're now focused on surviving, hopefully long enough to retire, and hopefully with enough humanity in tact to live with ourselves. But, to each their own. Perhaps I view the Shadowrun universe in a very different way than most people.

PS: NERPS!
Oh, it's a very strong setting, and it allows you to create very interesting characters.
I still think it would be good to incorporate mechanics from other games to make it more character centered. Like the BITs from Burning Wheel, or just a virtues and vices system, rather than, or in addition to, the rather loose system of qualities we have now. Or maybe a humanity stat akin to Cthulu's Sanity, albeit a bit less mono-directional towards crash and burn

.
Say, for example:
You incorporate instincts:
"I always take a gun", "I always scan the Johnson", "I always take leap into cover when shot at", etc. These allow you to always get specific benefits without having to mention them all the time. Of course they can also get you in trouble, which is half the point.
Beliefs:
"There are lines I won't cross", "I hate megacorps", "I hate magic", "What can I say, I'm a slacker." "I'm an evil motherf". These give you bonus dice when working along them, and subtract dice whenever you go against them. Also, you could refresh a point of edge whenever you act according to a belief, but only if that gets the character in trouble or makes him worse off than if he were to do the smart thing. Also see below, at Humanity.
Traits:
These are more akin to the qualities we have now. Maybe we can do without them. But maybe they could be expanded. Or replaced with..
Goals / Agendas:
"I want to become the richest motherf... on the planet." "I want to bring down Corp A to avenge my parents." "I want to build an organisation to rival the Yaks", "I want to get off the drugs, and stop other people from getting on them, too"
These allow you to refresh edge when coming to closer to completing the goal. They might also allow you to overcome certain weaknesses, for instance, ignore wound penalties when working directly towards your goal. They have to be more elaborate than "I want to get by, make some cash, and survive", because everyone wants to do that, anyway.
Virtues and vices: These make you give up some control over your character in exchange for letting that character feel a bit more like an independant person.
Empathy: You roll empathy to either get bonus dice or a penalty to certain actions, and to determine what the character might do in a situation
Ambition: You roll ambition when there is a chance to do something more difficult, or when an offered job isn't payed well enough, with penalties or bonuses depending on the situation.
Avarice or greed: You might roll that to determine the course of action the character takes, and also reward / penalize certain actions
Humanity stat:
You gain humanity when acting according to your beliefs, and lose it when you act against them. Yes, this might increase while acting like an evil motherf..., if that's what you are. When you lose too much humanity you might develop a psychosis quality temporarily or merely become irritable and take a penalty to social tests. Or you might even lose the belief and replace it with something else.
Now it's important that all benefits are awarded by other PLAYERS (the GM just gets one vote), perhaps upon request, while penalties are enforced by the player himself and the GM. The other point is that you can't simply go on playing the game "I wait until my fixer calls me, I go meet the Johnson, I do the job, I spend my cash on blackjack and hookers, or maybe some new gear". This game would actually incorporate turning jobs down, doing stuff on your own volition, aborting jobs because they took a turn you don't like, etc., and all while having something on your sheet for it. It's also a convenient "hook" for a cash for karma system, allowing downtime activity towards your beliefs or goals to cost cash, and award karma, or cost karma (do something dirty) to get cash.
And I think you need actual mechanics, because what usually happens as soon as the characters have accepted a new job is that the characters totally takes the back seat while the players get together to figure out how to win. At least that is what happens in groups I play in. I totally envy you guys who actually get good roleplaying in shadowrun. (I did get that, too, but only in a fun campaign.)