QUOTE (Fatum @ Dec 27 2012, 11:55 AM)

4e D&D stuff
You and I are going to disagree on this, so I'm not really interested in continuing it. What shadowjackal said is true though - it did bring in tons of new blood. Which you helpfully dismissed with, "they're just going to go back to their video games and card games!" and is kind of insulting to the folks that anecdotally, I know have gone deeper into the hobby.
The current belief regarding the changeover from 4e D&D and Next is essentially what shadowjackal said, by the way; they lost folks, 4e wasn't the OMG SALES BLOCKBUSTER Hasbro wanted, and Mearls has gone far, far off the deep end.
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Existing simplified versions prove nothing - for all it's worth, I can create Shadowrun Diceless in a single sentence ("Let GM be the final arbiter what the characters should be able to do; if you have a conflict you need to resolve, play rock-paper-scissors until the GM wins twice or the player wins once"). The existence of simple variations says nothing when it comes to what rules subsystems should be changed in which way.
So, you're being a little dismissive here. Which you also do...
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If you want to play with newbie players, there are rules-light systems, quick-start rules and the rest of the usual tools.
Here.
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Right. Complex mechanics totally prohibits you from considering any of that.
And here.
Which is cool, but not really.
The examples I linked to are examples of how you can simplify Shadowrun without losing the stuff that's important: the themes, the archetypes, the games you can run. There's a lot more than a simple RPS system here - and frankly, this goes back to what I was saying before about a certain consensus of gamers who feel a certain way about simplified or streamlined systems: "they're dumb, and shallow, and for newbies."
My linked examples are for a sole purpose - to demonstrate what others have done, and show what could help improve Shadowrun in the long run.
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It's the very first page after the usual "what is roleplaying" bit. How can it be hard to find or to read?
It doesn't go far enough. It doesn't really delve into the why's and who's and the
roleplaying aspect of the game. It goes into the most basic running skeleton - yeah, you're going to be hired by a corporation, work for a Johnson, deal with fixers - but doesn't talk about why your character would do this. Hell, it barely even covers the archetypes properly, or the themes of the game. It just feels cursory, and needs to be expanded upon and discussed further.
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With the same ranges for each category? Glorious. I'm sure it'll be fun to play a game where light pistols have the same range gaps as sniper rifles.
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Because heavy rain is as difficult to see through as a thermal smoke grenade.
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...it's bad because it removes the simulation of detail from the game.
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...both rain and thermal smoke grenade are visibility modifiers, but arguing that both should give the same penalty is removing a layer of detail...
This is where you and I differ, and I'm afraid will never agree on.
I simply do not
give two tosses about simulation in a game where fantasy elves, dwarves, orks and trolls, mix it up with regular humans while surfing the internet and drinking coffee. At that point? Realism / simulation has
gone out the window.
My whole goal when it comes to utilizing a ruleset is, "does it make this game easy and fun to run?" A secondary concern is, "do I need to keep track of a million little modifiers and consult a bunch of tables to simply adjucate anything my players toss at me?"
Having to worry about multiple range tables for different guns is annoying to me, as is keeping track of the million little modifiers smoke, rain, car exhaust, or whatever scenario you care to throw at me can come up.
This is not an important aspect of the game for me. It is for you though! And that's fine - just don't be surprised that we don't see eye to eye on this.
Considering that this topic is, "what do YOU want from Shadowrun 5e," I thought it was okay to share how I'd like to see the game turn. Because the above is what I would like to see.
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And why exactly don't you skip the intricacies you don't like and let the others decide whether they want them in their games on their own? It's not like even SR4 is a system bloated enough for anyone with a free evening not to be able to decide which part of it he likes.
Oh, okay, never mind then.