Fatum
Dec 28 2012, 10:26 PM
Actually, new regions are covered in wireless from the get go as of now. Because building a single backbone line and an LTE/WiMAX/whatever hub is cheaper than laying hundreds of "last mile" cables. So the client devices are going wireless in the next dozen years at the very worst. Wired connections will be as outdated and quaint as wired phones are now.
DireRadiant
Dec 28 2012, 10:34 PM
I think the only thing I would add into the current SR4 setting as it evolves to SR5 would be a few more elements of Transhumanism.
Patrick Goodman
Dec 28 2012, 10:42 PM
QUOTE (DireRadiant @ Dec 28 2012, 04:34 PM)

I think the only thing I would add into the current SR4 setting as it evolves to SR5 would be a few more elements of Transhumanism.
Blech.
Tashiro
Dec 28 2012, 10:52 PM
QUOTE (DireRadiant @ Dec 28 2012, 05:34 PM)

I think the only thing I would add into the current SR4 setting as it evolves to SR5 would be a few more elements of Transhumanism.
I do find transhumanism to be very interesting, and a growing part of Shadowrun. It's something I like to explore. Actually, my sister took this to an extreme in our recent Shadowrun campaign. A combat adept who clones herself, augments her clones, then 'possesses' these clones to perform her assignments. The clone seems to act and move almost like a puppet, floppy, fluid, and too graceful, and speaks in the third person. It's really creeped out the players.

I thought the character was particularly inspiring.
She's currently trying to develop metamagic techniques to allow her to 'carry' some of her abilities into her clones.
Remnar
Dec 28 2012, 11:13 PM
QUOTE (Bigity @ Dec 28 2012, 11:02 PM)

Because that's not cyberpunk. SR is, or at least should be, a mainly cyberpunk game, along with the fantasy elements that made it unique. If I want to play a modern scifi game or something, I'd play it/buy it.
And you are fooling yourself if you think we are gonna see a wireless world in our lifetimes. Not while someone can make money off of slowly upgrading areas outside of major metropolitan areas (read: most of the world).
It's beside the point anyway. SR was never meant to be a real world in the future with elves simulator. It was based on a specific idea of what the future would be, and should stick to that. At least, IMO. Of course whoever owns the license gets to make that call. I can't say what sales looked like in previous editions vs now, and I'm not even sure those numbers would mean anything with the way the industry has been lately.
All I can say is that I, personally, will not be purchasing any of the RPG material if it sticks to what 4E has already been doing, because I'm not interested in it. Fluff wise, or crunch wise.
This, for me. Shadowrun's allure, to me, was always the Cyberpunk aspect, and since 4E I've been missing both the cyber and the punk. If I want to play near-future "hard" Sci-fi with transumanism... Eclipse Phase gets its right for me. If I want Cyberpunk... I guess I'll go back to 2E or 3E Shadowrun (fluff wise).
My wish for 5th Edition would be to give some homage back to the roots by making it era independent and maybe produce material for multiple eras. That'll keep everyone happy fluff wise, and if the crunch is sililar or better than 4E (which I like, rules wise) then everyone will still be mostly happy.
If the meta stays on its current timeline and path it'll probably be the end of my Shadowrun purchases. Sad to see an era end after 20 some odd years.
As usual, YMMV
binarywraith
Dec 28 2012, 11:14 PM
QUOTE (DireRadiant @ Dec 28 2012, 04:34 PM)

I think the only thing I would add into the current SR4 setting as it evolves to SR5 would be a few more elements of Transhumanism.
Kinda goes counter to the explicit crunch and fluff behind Essence there, chummer. One of the setting's hard rules is that humanity is humanity, and altering that irrevocably reduces it.
nezumi
Dec 29 2012, 03:02 AM
I'm with Remnar.
I like transhumanism. I play tons of EP. I'd love SR transhuman supplements. However, when I play Shadowrun, it's because I want cyberpunk. Can't say I wouldn't play a transhuman game with magic and orks. But I wouldn't call it Shadowrun, and it wouldn't be an 'upgrade' for me; it would be a totally new game I'd play in addition to SR3.
Micawber
Dec 29 2012, 05:54 AM
QUOTE (Bigity @ Dec 28 2012, 11:02 PM)

Because that's not cyberpunk. SR is, or at least should be, a mainly cyberpunk game, along with the fantasy elements that made it unique. If I want to play a modern scifi game or something, I'd play it/buy it.
And you are fooling yourself if you think we are gonna see a wireless world in our lifetimes. Not while someone can make money off of slowly upgrading areas outside of major metropolitan areas (read: most of the world).
It's beside the point anyway. SR was never meant to be a real world in the future with elves simulator. It was based on a specific idea of what the future would be, and should stick to that. At least, IMO. Of course whoever owns the license gets to make that call. I can't say what sales looked like in previous editions vs now, and I'm not even sure those numbers would mean anything with the way the industry has been lately.
All I can say is that I, personally, will not be purchasing any of the RPG material if it sticks to what 4E has already been doing, because I'm not interested in it. Fluff wise, or crunch wise.
I wonder how this wouldn't be Cyberpunk anymore? Let's see the cornerstones of Cyberpunk:
Negative Impact of technology on humanity - check
Fusion of man and machine - the transhumanism aspect that could be expanded on even further - check
Corporate control over society - check
Story focuses on the underground - check - it's the name of the game
Ubiquitous Access to information - wireless matrix rocks - check
Cyberpunk visuals and style - arguably the only one regressing but only if your a fan of that oldschool 80s punk look
Every genre is evolving all the time. In many it's hard to perceive the progress cuz the genre has already spread so far and is so omnipresent (the Tolkien-esk fantasy genre for example) that the change happens more on the borders and it often takes years or longer to ooze into the peoples perception and finally becomes a generally accepted part of the genre itself. Cyberpunk is just in it's puberty when compared to classic fantasy and moving the genre forward has a much bigger influence on all of it's followers as it's is much easier to perceive.
My point beeing: it's good that people redefine, remix, progress and evolve what's perceived as Cyberpunk.
Shadowrun is still a living and breathing Cyberpunk game as the cornerstones of the genre are far from beeing transgressed. I for one think Shadowrun was indeed created with the idea in mind to project a realistic future with the added aspect of magic. What was done with SR4 and the wireless matrix, the commlinks, expanded nanoware, gentech and technologie in general reinforce me in that opinion as it is a visible effort to - again - project technological progress at a reasonable rate. Granted - it's not out-of-the-box thinking and chances are we will reach the SR tech-lvl much much sooner but thats a general problem in sci fi and another topic alltogether

on topic Shadowrun 5th edition wishlist:
> streamlined hacking (as mentioned numerous times)
> shorter fights ooc and longer fights ingame to give anything not directly involved in the fight a realistic chance to react to it
> a less tiered initiative system. Right now additional initiative rounds for a char feel too much of a power multiplier and combat oriented characters without those suffer hard
> more ways to personalize magic traditions
> find a niche for technomancers to set them apart from Hackers without just making them techno-magicians
> at least second base for Lofwyr and Hestaby
SIN
Dec 29 2012, 03:28 PM
I've loved Shadowrun since 2nd Ed. but the simple fact is that 4th Ed. is the first time I've been able to get a regular game going for any length of time. I play with a group of good friends, all (mostly) pretty bright people and regular gamers across a range of systems, but the level of complexity in earlier editions was too much of a barrier for them.
For me then, my big hope is that they continue the slide towards simplicity, slickness and speed of play. I know 4th Ed. isn't perfect, but it will always have a special place for me in that it finally allowed me to play games in a setting I've loved for almost 20 years.
Specifics I'd like to see...
- Make the GM's life easier! More sample goons, more guidance re: nuyen and karma rewards to help keep the game balanced, more sample security set-ups etc. etc.
- Bring the Matrix in line with everything else. Having hackers with crappy mental stats just seems weird. Make attributes matter again please.
- Make the Matrix faster and easier. As has been said by loads of other people, it shouldn't be necessary to go through the whole rigmarole of hacking an entire node for every little action. I don't care if it's not realistic in RL terms, I just want the hacker in the group to have fun, feel effective and not hold everyone else up for an hour when they do stuff.
- Explain the Matrix rules in the BBB so that an idiot like me can understand and use them straight away. It boggles my mind that there was no step-by-step description of how to hack a node in the rules - I ended up making my own, which is on the other forum if anyone's interested (Hacking 101 in GM's Toolkit section). A flow chart or something in the core rulebook please!
- Whilst I'm all for the simplification of magic that 4th Ed. brought, a little more differentiation between traditions would be nice. Make mentor spirits and shamanic masks an integral part of the basic Shaman template again and I'll be happy.
- If they're dead set on going down the maximum gear porn route (which it sounds like they are), more interesting differetiation between different bits of gear would be great. It's been said by others above, but make the choice between different guns/armour say something about the character, not just "this gun is the obvious choice for maximum bonuses".
That's my tuppence worth.
Draco18s
Dec 29 2012, 04:09 PM
QUOTE (binarywraith @ Dec 28 2012, 06:14 PM)

Kinda goes counter to the explicit crunch and fluff behind Essence there, chummer. One of the setting's hard rules is that humanity is humanity, and altering that irrevocably reduces it.
Transhumanism doesn't need to violate the setting.
QUOTE
Transhumanism, abbreviated as H+ or h+, is an international intellectual and cultural movement that affirms the possibility and desirability of fundamentally transforming the human condition by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. Transhumanist thinkers study the potential benefits and dangers of emerging technologies that could overcome fundamental human limitations, as well as study the ethical matters involved in developing and using such technologies. They predict that human beings may eventually be able to transform themselves into beings with such greatly expanded abilities as to merit the label "posthuman".
The game can explore the cultural impact of implants and the desire for people to want to implant more and more chrome into their bodies, getting genetic tweaks, and so on
even while maintaining a limit on just how much you can tweak someone before they die.
Patrick Goodman
Dec 29 2012, 04:12 PM
speaking solely for myself here:
Keep that crap outta my game. You want transhumanism? Go play Eclipse Phase. It's a phenomenal H+ game (and I mean that sincerely; it's a great game, and it didn't win all those awards by accident). I don't think it has a legitimate place in SR.
Grinder
Dec 29 2012, 04:39 PM
QUOTE (Draco18s @ Dec 29 2012, 05:09 PM)

The game can explore the cultural impact of implants and the desire for people to want to implant more and more chrome into their bodies, getting genetic tweaks, and so on even while maintaining a limit on just how much you can tweak someone before they die.
Yup. As long as uploads of minds, sleeving, and morphs/ cortical stacks don't get introduced into SR, it can work.
CanRay
Dec 29 2012, 07:17 PM
Not exactly a font of education, but this quote succinctly describes the Transhumanism/Cyberpunk differences:
"Transhumanism is about how technology will eventually help us overcome the problems that have, up until now, been endemic to human nature. Cyberpunk is about how technology won't." — Stephenls of RPG.Net
binarywraith
Dec 30 2012, 04:39 AM
QUOTE (Draco18s @ Dec 29 2012, 10:09 AM)

The game can explore the cultural impact of implants and the desire for people to want to implant more and more chrome into their bodies, getting genetic tweaks, and so on even while maintaining a limit on just how much you can tweak someone before they die.
It's not a matter of how much before they die. It's a matter of anyone capable of astral perception being able to tell that 'ware
literally kills part of the recipient's soul, turning them into something
less than human. Transhumanist philosophy is objectively -wrong-, in Shadowrun's world.
KarmaInferno
Dec 30 2012, 04:50 AM
I for one want one thing, above all else.
A Glossary of Defined Terms.
No more grey, no more misinterpretation, a specific definition for every stat, rules term, and attribute in the game.
And make sure every writer has a hardcopy stapled to their forehead.
Okay, maybe not that last bit. Maybe.
-k
All4BigGuns
Dec 30 2012, 04:54 AM
QUOTE (KarmaInferno @ Dec 29 2012, 10:50 PM)

And make sure every writer has a hardcopy stapled to their forehead.
I think the supposed "issue" with writers not being in constant communication with each other was explained on the other forum. Believe it was something about a "leak" or something. So long as there aren't any of those, I don't think there will be a problem there.
UmaroVI
Dec 30 2012, 06:04 AM
QUOTE (KarmaInferno @ Dec 29 2012, 11:50 PM)

I for one want one thing, above all else.
A Glossary of Defined Terms.
No more grey, no more misinterpretation, a specific definition for every stat, rules term, and attribute in the game.
And make sure every writer has a hardcopy stapled to their forehead.
Okay, maybe not that last bit. Maybe.
-k
Yes, this. Maybe with duct tape instead of staples.
SIN
Dec 30 2012, 11:35 AM
I think that's fair enough, but remember these guys are paid bugger all for their efforts. I think that the onus should be on CGL to do whatever they can to make it easy for the writers to get these things right. Especially if they're not going to pay them more handsomely for their efforts.
On the subject of published materials, other things I'd like to see in 5e...
- Location / History source books that are actually properly accessible to a new reader. I've been around on and off since 2e and I still struggle with some books. There ought to be a proper "the story so far" bit in products like these.
- Don't shove random chunks of data in random source books. London write up in Conspiracy Theories? Why exactly? I'd much rather have seen that in a dedicated location book, along with other appropriate places. When I buy a book, I'd like it to be roughly "what it says on the tin" and Conspiracy Theories would have been a much better read if they'd stuck to the theme of the first half of the book.
- I imagine that this won't be popular (though I'd like to hear other people's thoughts), but I'd like to see a return to books like the Street Samurai's Catalogue. If we're going down this route of "MOAR GEARZ!", I'd love to see them make the gear genuinely interesting and unique with proper write-ups, nice art-work and shadowtalk style "reviews". I'd happily see less gear in each gear book, but more gear books if they did it like this - much more fun, flavourful and interesting than the Arsenal style tables of numbers.
nezumi
Dec 30 2012, 12:12 PM
QUOTE (All4BigGuns @ Dec 29 2012, 11:54 PM)

I think the supposed "issue" with writers not being in constant communication with each other was explained on the other forum. Believe it was something about a "leak" or something. So long as there aren't any of those, I don't think there will be a problem there.
I don't think that should be an issue for documenting terms and events which are a core part of the already-published setting.
(But yes, ultimately it does come down to the editors on this. Freelancers are just that. They aren't tied to a product. They aren't required to have read all 10,000 pages of your previous products. They write a story or a cool chapter that fits in with the current line, and the *editor* is responsible for fitting that into the previous lore, and making sure the mechanics are all correct.)
QUOTE (SIN @ Dec 30 2012, 06:35 AM)

- I imagine that this won't be popular (though I'd like to hear other people's thoughts), but I'd like to see a return to books like the Street Samurai's Catalogue.
I've never heard anyone complain about the SSC. It was shorter than current gear books, but few people will need sixty or seventy handguns to choose from. The only issue is that art is expensive. SSC was a short book, but it cost as much as M&M to the end consumer, and probably cost as much to make as well. It would be a gamble on catalyst's part to make another.
Fatum
Dec 30 2012, 01:07 PM
QUOTE (SIN @ Dec 30 2012, 03:35 PM)

- I imagine that this won't be popular (though I'd like to hear other people's thoughts), but I'd like to see a return to books like the Street Samurai's Catalogue. If we're going down this route of "MOAR GEARZ!", I'd love to see them make the gear genuinely interesting and unique with proper write-ups, nice art-work and shadowtalk style "reviews". I'd happily see less gear in each gear book, but more gear books if they did it like this - much more fun, flavourful and interesting than the Arsenal style tables of numbers.
CGL has already been doing it with the downloadable pdfs that make up the Runner's Black Book.
SIN
Dec 30 2012, 01:41 PM
QUOTE (Fatum @ Dec 30 2012, 08:07 AM)

CGL has already been doing it with the downloadable pdfs that make up the Runner's Black Book.
Ah! Well I haven't looked at any of those, on the assumption that it'd be more tables of stats.
I also completely understand what nezumi's saying re: the cost of art-work and I'd gladly pay the same money I have been paying for less gear presented in a more engaging format. I'd even buy more gear books in total if the content was good, entertainingly written and some effort had been made to make the different items sufficiently unique and interesting both in look & feel and in game effect terms. Perhaps the books could be separated by themes, like in the old days - maybe a
Ganger's Guide for street level weaponry, a
Street Sammie's Catalogue for more professional shadow stuff etc. etc.
Fatum
Dec 30 2012, 02:16 PM
Well, the quality of the fluff, shadow talk and stats is sometimes debatable, but the general format is the very same.
Bigity
Dec 30 2012, 02:47 PM
QUOTE (Micawber @ Dec 28 2012, 11:54 PM)

I wonder how this wouldn't be Cyberpunk anymore? Let's see the cornerstones of Cyberpunk:
Negative Impact of technology on humanity - check
Fusion of man and machine - the transhumanism aspect that could be expanded on even further - check
Corporate control over society - check
Story focuses on the underground - check - it's the name of the game
Ubiquitous Access to information - wireless matrix rocks - check
Cyberpunk visuals and style - arguably the only one regressing but only if your a fan of that oldschool 80s punk look
The impact has been lessened in the current edition. Also, other technologies are overtaking metal implants as the best way to be augmented.
Transhumanism <> cyberpunk, as has already been explained. CanRay's post says it better than I could
I'll grant you that, but it sure seems subdued lately.
Uh..I'm not so sure. The latest series of published modules dealt with J-pop stars or something? Maybe it was just one. Some of the latest books have focused on stuff WAY above the underground. A whole book about War!, for example.
Hm, not really. Cyberpunk was always iconic with plugging your brain into a computer, at least to me. The wireless stuff isn't nearly as problematic for me as the 'dumbing' down of decking to the level where anyone can do it pretty well, or automated programs can do it for you.
Agreed, it is regressing. Not just different, but in alot of cases, just flat out worse. Again, art being art, this is just my opinion.
Evolution is ok, but SR is becoming something else really, or is very close.
I want mohawks, chrome, steel, leather. I don't want form fitting underwear that stops bullets. I don't want hats that replace a datajack. I don't want rigging to be an extra program a hacker runs.
Again, they are free to develop what they want, I'm just stating like 4E, if 5E is more of the same, they aren't getting any money from me is all.
Tashiro
Dec 30 2012, 03:20 PM
Personally, I want to continue seeing technology and society advance, and I like that Shadowrun dealt with other levels of society. If I want to play a military campaign, I want it viable. If I want to run a black ops campaign, where the PCs are working for the government and playing spy games, I want this viable as well. The core book should cover the street level stuff, but I like that other books let us take a good look at other aspects of the world.
I like that the technology is becoming more ubiquitous -- anyone can become a hacker if they can find the proper programs to use with their computer. Anyone can control their car with the right software. Why not? In my opinion, this is entirely realistic within the context of the setting - and to me, in-world context is important. I'd have stopped playing Shadowrun over a decade ago if the setting didn't evolve and progress.
Bigity
Dec 30 2012, 04:37 PM
And I stopped playing nearly a decade ago because it did.
Tashiro
Dec 30 2012, 05:04 PM
QUOTE (Bigity @ Dec 30 2012, 11:37 AM)

And I stopped playing nearly a decade ago because it did.
Fascinating. Considering you have the classic books to use, or can just run the game 'old school', but it is much more difficult to run a campaign which progresses if you have nothing to support it.
ShadowJackal
Dec 30 2012, 11:11 PM
QUOTE (Micawber @ Dec 29 2012, 06:54 AM)

> at least second base for Lofwyr and Hestaby

And here I was thinking I was the only one that was shipping this.
Fatum
Dec 31 2012, 01:50 AM
QUOTE (Tashiro @ Dec 30 2012, 07:20 PM)

I like that the technology is becoming more ubiquitous -- anyone can become a hacker if they can find the proper programs to use with their computer.
It's like saying anyone can become a Marine sniper if they can find a sniper rifle.
Tashiro
Dec 31 2012, 04:17 AM
QUOTE (Fatum @ Dec 30 2012, 08:50 PM)

It's like saying anyone can become a Marine sniper if they can find a sniper rifle.
Err, no. That would be 'anyone can become a military hacker if...' Anyone can train to be a sniper with the proper tools and knowledge. Funny thing though -- programs probably come with a 'how to'. Or do all hackers need to find someone to teach them what to do?
Fatum
Dec 31 2012, 06:46 AM
Anyone with a sniper rifle can learn to shoot it, given the right tools, time and effort.
Anyone with the right software can learn to be a hacker, given the right tools, time and effort.
Absolutely the same logic.
Hackers need someone to teach them as much as snipers do. A rifle comes with a manual, just like a cracking program does.
And hacking is not about knowing how to use each of the programs' functions, it's when to use which and how to use them, what are the common software vulnerabilities and how to exploit them, and how to find new ones, etc. Hacking is not launching a script and going away for a cup of tea, just like system administration isn't.
Umidori
Dec 31 2012, 07:16 AM
My question is, with all the reality-disconnects that SR has, most of which we all take more or less in stride, why do some of them end up being the things to spark debates like this, but not others?
It's not the mere fact that at some point, things become too fantastical for certain tastes. It's not that eventually you get so far from reality that various people can't continue to suspend their disbelief. It's that the things which prove to be the final straw are always something other than what you'd expect them to be.
I mean, we're all cool with mythological creatures of every culture manifesting in various physical forms through some nebulous, inexplicable "return of magic" to the world. We all accept that magic can manipulate matter and energy in ways that contradict ordinary physics without any more explanation than a handwave and a muttering of "a wizard did it!". We can easily stomache so many absurd notions that are just pure fantasy. But then we get all pissed off over how the game world handles the organizational systems of computers that communicate wirelessly?
Why does that particular quirk hit us so hard? Is it a sort of Uncanny Valley effect? Is the wireless Matrix perhaps not fantastical enough for us? Is it that because the matrix is so similar to our extant wireless communication, that it's that much more jarring when it differs in absurd or illogical ways?
The Wired Matrix of yore was no less absurd. It was built pretty much directly out of the '80s concept of cyberspace, which we all know was just the bizarre popular imaginings about those strange, complex computer things that the future was going to be built on, right? So why didn't we get pissed off about all those fantastical, idiotic, unrealistic qualities the old matrix possessed? Why do some of us still, even today, look back fondly on the ludicrous notion of inhabiting cyberspace? Is it simply so far removed from reality that we're just happy to accept it as an entertaining absurdity, much like elves and dragons and vampires?
~Umi
Fatum
Dec 31 2012, 07:24 AM
Or you get Muscle Toner and Reflex Recorder and
Wakshaani
Dec 31 2012, 08:11 AM
QUOTE (Umidori @ Dec 31 2012, 01:16 AM)

My question is, with all the reality-disconnects that SR has, most of which we all take more or less in stride, why do some of them end up being the things to spark debates like this, but not others?
The phrase that pays is internal consistancy. As long as a universe remains constant, people will accept the oddness. For example, if green Kryptonite always takes away Superman's powers, the how and why isn't *that* important, as long as it always does what it's supposed to do. If he blasts soem with his heat vision, then gets more powerful, we go, "Hey! That's not how that works!" ... even though the whole thing is a fantasy. You broke the unwritten code.
So, if Elves start showing up as 4'10" wolf-riders instead of 6'6" regal people, there'd better be a darn good reason, because that's not what was supposed to happen.
Thus, if Great Dragons are these great big kickers of butt, but someone walks over and knocks Lofwyr out with a punch, people will be up in arms.
Umidori
Dec 31 2012, 09:44 AM
But how is the Wireless Matrix not internally consistant?
The big complaints in this portion of the thread were about the game's genre and setting - about Cyberpunk and Post-Cyberpunk and then a bit about transhumanism. Specific complaints touched on the "jump" from the 2050s to the 2070s, and the shift from the Wired Matrix to the Wireless Matix. Various arguments and points were brought up - chiefly that [1] the Wired Matrix was cooler (which is entirely subjective); [2] that the Wireless Matrix doesn't suit the game's cyberpunk origins (but somehow dragons and elves do? I musta missed those parts of Neuromancer, Blade Runner, and Ghost in The Shell); and [3] that the Wireless Matrix doesn't make sense and isn't realistic.
There's lots of game lore about the Wireless Matrix. The Crash 2.0 is just as internally consistant as anything else written up to explain other in-world events. Pax, Winternight, their megavirus, the EMP strikes on major Matrix centers... it all makes just as much sense as any other major storyline developments. You've got the backbone of the old Matrix destroyed, and you've got NeoNET filling the vacuum with their new wireless Matrix.
But does the new Matrix make any sense? Is it secure, and effective? Is it well designed, well structured, and well thought out? Maybe not, but who cares! It's better than no matrix at all, and a lot of people stand to profit quite a lot by it!
In game terms, the new Matrix allowed for the game to reflect some aspects of actual wireless communications in the real world today, in the form new game mechanics that changed the way hackers were able to play the game. In story terms, it allowed for progression of the overarching storyline, with major changes in the corporate world and the tying up of a lot of old strings. Old arc characters were laid to rest, and new ones came to light.
It's not very different than the shift from LoneStar to Knight Errant, if you stop and think about it. In game terms, the shift to Knight Errant allowed for the game to reflect new aspects of modern policing that previously weren't a part of the SR universe, or of reality. And in story terms, it, too, helped progress the storyline, again with corporate shake-ups and a rotation of the cast of major characters. But how many people go around complaining about the lack of internal consistancy of that particular setting change? How many people complain that Knight Errant just isn't as cool as LoneStar always was, or that Knight Errant doesn't quite fit the game's genre properly? How many people point out just how unrealistic and illogical Knight Errants operations are compared to actual policework?
I still think the problem is familiarity. If the average player were more knowledgeable about real law enforcement practices, we probably would bitch and moan about Knight Errant's absurdities and inconsistancies from reality. But because the average player or GM is only vaguely knowledgeable about police practices, we're better able to suspend our disbelief. Meanwhile, if we as a whole knew less about computers and wireless communication, we'd be just as happy with the modern matrix as people in the 90s used to be with the concept of cyberspace and getting somehow sucked into a digital world Tron-style.
A quick personal example. I went to go see The Avengers with friends when it came out. And the one moment that destroyed my suspension of disbelief was the aircraft carrier. Why? Because my grasp of the physics involved made the concept so laughably absurd that I couldn't NOT be struck dumb by it. But for my friends who had no such grasp of the impossibility of the vehicle, there was no such disruption to their suspension of disbelief. And even with those of my friends who were aware of the physics, there were some who were such great fans of the comics, who were so eagerly anticipating the inclusion of the iconic vehicle for geeking-out reasons, that they without effort were able to forgive the craft's absurdity. Despite knowing it was completely ludicrous, they had no problem at all accepting it.
~Umi
S.N.D.
Dec 31 2012, 11:15 AM
There are a lot of little polish things that need to be amended and clarified, but listing all of them is an old topic that's better linked to than reiterated.
Here is the one thing I most want from 5th ed.
I want every piece of gear to have a date of introduction. Then I want to be able to decide when my game is set.
This would solve so many issues for everyone wanting to go back to ____ or keep ____ out of their game and would make time passing in game fun because the new X just came out and now your top flight Y is last years model.
Even new players could experience every major event in the series history, and all the old missions could be updated with new mechanics and re-released.
Everybody wins.
Mechanics-wise, I want the designers to come up with 50 fun-ass shadow running scenarios and then look at how the rules interact in those instances. At that point they need to figure out how to tighten it down rules-wise, deciding what rules (and rolls, but not necessarily rolls,) are necessary to accomplish what feats. (After that, spell big chunks of it out ala Anatomy of a Shadowrun. This is critical for new players.) Naturally the Matrix rules are at the top of the "unfuck this plz" list when it comes to tightening up the rules based on the effect and actions taken. Basically, I want to see them work backward from "I want this effect" to "how is that effect achieved in a fun and interesting way."
Also, integrate knowledge and active skills more. These lines are already pretty blurry. For example, Shadowing is just the understanding of when to use Infiltration, Con or Disguise while maintaining your Perception. It's a skill made up of other skills and governed by knowledge, not rigor. Abstract skills like this need to be better defined to get in line with the concrete combat rules. We get a whole 8th of the book talking about what a pistols skill is all about, but you can't give any idea on what 11 net hits on an Infiltration test might mean?
You know, the more I talk, the less the impact.
So, reiterating the primary point, I want Shadowrun 5th ed to give me access to ALL OF SHADOWRUN not just the next few years or whatever.
I want to be able to play a game that takes place before the day of goblinization or during one of the primary VITAS outbreaks.
I wanna get shut up in that Arcology or stranded in Bug City.
I wanna sabotage a comet probe.
I wanna shoot General Saito in the face.
I want to PLAY SHADOWRUN
ALL OF IT
GIMMIE
Halinn
Dec 31 2012, 11:37 AM
QUOTE (SIN @ Dec 30 2012, 02:41 PM)

Ah! Well I haven't looked at any of those, on the assumption that it'd be more tables of stats.
Here's an example from Used Car Lot:
http://imgur.com/niHT8
Umidori
Dec 31 2012, 11:45 AM
QUOTE (S.N.D. @ Dec 31 2012, 04:15 AM)

We get a whole 8th of the book talking about what a pistols skill is all about, but you can't give any idea on what 11 net hits on an Infiltration test might mean?
Just being an imp, but 11 net hits on an Infiltration test means you're undetected. *snicker*
But yes, more than two paragraphs for the entire Stealth skill group would be nice.
~Umi
nezumi
Dec 31 2012, 03:26 PM
QUOTE (Umidori @ Dec 31 2012, 04:44 AM)

But how is the Wireless Matrix not internally consistant?
Wakshaani hit the nail on the head (although you hit a few other topics which are also true).
And to be clear, no one is arguing that the old-school matrix connection totally worked either. We've had four versions of Shadowrun, and four versions of the matrix. The problem is that real-life hacking takes a loooong time, and doesn't fit in well with the fast-paced style of a team-based infiltration game. SR4 did make hacking a lot faster, easier, and better integrated with the team, but it had costs in that it made hacking more silly. I agree with the fans who said 'try again please!'
Ideally matrix should:
- Play fast and integrate with a team actively infiltrating a facility
- Make sense (storing your work-critical files on a server a five-year-old can hack into doesn't make sense)
- Not violate laws of physics (this is a subset of 'make sense', above), unless we're actually saying this is a magic matrix
- Add to the sense that this is a real world, where people use these computers for work, and it isn't just 'another challenge the GM is throwing at you'
- Be balanced
- Be fun (this is perhaps the toughest one to quantify)
- Be cool! (plugging your brain directly into the computer is cooler than a technicolor dwarf waving in the air)
I think SR4 really focused on that first one (and did well!) but lost a lot on some of the others.
SIN
Dec 31 2012, 04:12 PM
QUOTE (Halinn @ Dec 31 2012, 07:37 AM)

Here's an example from Used Car Lot:
http://imgur.com/niHT8See, now that looks great. I'd much rather Arsenal had less stuff in it, but all the stuff be laid out like that. If we weren't on the cusp of a new edition, I might even go back and buy those pdfs... Hell, I might buy them anyway.
_Pax._
Dec 31 2012, 10:45 PM
I'd like to see Stealth and Camoflage overhauled - along with Chameleon suits, Camoflage suits, Silencers, and so on.
For starters, I think things like camoflage clothing or chameleon rigs should provide a BONUS to the user's skills, not a malus to observers' perception rolls.
That way, there's no questions like "how does Disguise (Camoflage) work, when you're alreadyw earing a chameleon suit?" The answer would be simple: the suit gives you +4 to the roll, as it's coloration can be shifted to whatever is needed.
Then, I'd like to see firearms (etc) grant a bonus to observers' perception checks. So, if say a silencer is worth -4 (-6 or integral models) ... and light pistols are +2, heavy pistols +3, SMGs +4, shotguns and rifles +6, sniper rifles +8, antimateriel rifles +9, and so on? Sure, sure, slap an integral silencer on your .50BMG Barret. Great, now it's only as loud as an Ares Predator. Congratulations. But it's not silent, yet.
(Maybe let silencers push things as far as -2 or -3 net, but I'm no sure about even that.)
Fatum
Dec 31 2012, 11:36 PM
QUOTE (S.N.D. @ Dec 31 2012, 03:15 PM)

I want every piece of gear to have a date of introduction. Then I want to be able to decide when my game is set.
I think this is a great idea!
All4BigGuns
Jan 1 2013, 01:58 AM
QUOTE (S.N.D. @ Dec 31 2012, 05:15 AM)

I want every piece of gear to have a date of introduction. Then I want to be able to decide when my game is set.
Could be a decent idea, but I think it'd just be too much of a PITA for the writers, most of whom are underpaid enough as it is.
Fatum
Jan 1 2013, 03:27 AM
Am I reading this right? "Sell us bad product, because good one would cause you money to produce"?
Draco18s
Jan 1 2013, 03:31 AM
QUOTE (Fatum @ Dec 31 2012, 10:27 PM)

Am I reading this right? "Sell us bad product, because good one would cause you money to produce"?
Where are you reading that?
All4BigGuns
Jan 1 2013, 03:46 AM
QUOTE (Fatum @ Dec 31 2012, 09:27 PM)

Am I reading this right? "Sell us bad product, because good one would cause you money to produce"?
Do YOU feel like going through all of the gear, matching them up with source books from old editions and coming up with dates for them? I sure as hell know I wouldn't, and I wouldn't expect the writers (be they freelance or otherwise) to go through all that. Gives me a headache just thinking about doing such a thing.
Fatum
Jan 1 2013, 04:17 AM
That's a week's work, without putting too much effort.
Flipping through a dozen books - not exactly rocket science.
All4BigGuns
Jan 1 2013, 04:33 AM
QUOTE (Fatum @ Dec 31 2012, 10:17 PM)

That's a week's work, without putting too much effort.
Flipping through a dozen books - not exactly rocket science.
Then send Hardy an email offering to do it for free if you think it's so easy.
Fatum
Jan 1 2013, 04:49 AM
How about I support it in a thread on suggestions for the new edition, instead?
And people who get paid for writing it will do the work they're paid for?
S.N.D.
Jan 1 2013, 04:55 AM
QUOTE (All4BigGuns @ Dec 31 2012, 05:58 PM)

Could be a decent idea, but I think it'd just be too much of a PITA for the writers, most of whom are underpaid enough as it is.
Either the old books have this information in them, in which case, it's as easy as making a list and skimming some texts, or they don't, in which case it's as easy as making shit up.
It's probably the easiest task any writer could hope for.
The important part is that it sets things up for old works to be updated and resold.
That's work for writers, money for Catalyst, and grist for groups.
Lionhearted
Jan 1 2013, 02:26 PM
Time spent on that feature is time not spent on something else, the unfortunate truth is that in that cost of production in relationship to expected return is a major factor, especially if you don't have the luxury of spending infinite time or money on something. Writers gotta eat to.
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