QUOTE (Tymeaus Jalynsfein @ May 30 2014, 09:37 AM)
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There is no ambiguity - Jason Hardy is the man to lay the blame upon. He is the Line Developer.
I don't have any specific reasons to lay my frustrations at Hardy's feet other than the fact he is the Line Dev. I don't know what goes on behind the curtain, and all I have is my feelings, impressions, and interpretations, which could well be wrong. It's hard for me to leap from "it
looks like this is Hardy's fault" to "It's all his fault! Get the pitchforks and torches!"
QUOTE (Sendaz @ May 30 2014, 10:09 AM)
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I think perhaps there has been some confusion, or maybe I am misreading this.
Sengir's approach is similar to mine, and maybe his post might dispel some of that confusion.
To try again, Shadowrun, at it's core, has a Johnson hire a group of criminals to do something illegal. Yes there should be alternatives to that basic conceit, but the core book that is explaining the concept to new players shouldn't overcomplicate with advanced concepts when the new player doesn't even understand the cliches. The archetypes should be characters a new player could grab and sit down immediately in a basic game with no extra effort.
As Sengir points out, the Smuggler and to a somewhat lesser extent the Bounty Hunter are harder to plop down in the middle of a standard run unless that standard run specifically addresses that character's niche. If the run doesn't deal with that character's niche, it adds additional, unnecessary, hoops to jump through. At worst can create a dissonance if the player takes wholeheartedly to the niche and says "this has nothing to do with smuggling, why is my character sticking around?" Further, every archetype should be a criminal, not "semi-legal." At one point in the past, sure, they were a part of the normal society, hell the fallen salariman is a trope of cyberpunk and I'm sad there isn't one there, but at the point where the new player picks up the archetype to play, they should fit easily within the default gameplay. Which is a criminal who, as the saying goes, shoots people in the face for money.
QUOTE (Wakshaani @ May 30 2014, 10:42 AM)
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There've always been archetypes that aren't traditional Shadowrunners in the core books as a way of showing game diversity.
The 1st edition Detective, Rocker, and Tribesman, for example, would all clash with a "serious Shadowrun team" but are there from day one, book one. If every archetype was a long coated figure in mirrorshades and Stealth 6, it'd be a greater disservice to the playerbase, IMHO. MOST of the archetypes can be plucked out of teh book and dropped into a game (With some fixes for some, like the infamous Street Sam), while a few examples need to be there to show that you can play other styles.
Heck, even D&D has the Monk.
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The archetypes are not the place to show game diversity. You have to get to what function do the archetypes perform for the game system: they're essentially crutches for new players to jump directly into the game, either conceptually or literally by copying their character and stats. This is not the place for diversity. Diversity is for players who already have the game basics under their belt, but if it's there at all, on each archetype there could be another box with alternative ideas on the theme of the archetype, or a couple pages dedicated to these alternatives and diversities at the end of character creation. Good design does not throw extra options at players who don't understand their current options as it is.
And I gotta poke at the "serious Shadowrun team" assumption. The mirrorshades/pink mohawk continuum is completely separate from their ability to be criminals who shoot people in the face for money. A charismatic anarchist rocker is just a pink mohawk face, while a detective could easily be a more mirrorshades face. The important aspect should be being a criminal who shoots people in the face for money. If you want to get away from the core conceit of the game, I'm there with you, but the book you give to newbies to get a handle on the basics is not the place for it. Each archetype should be an exemplar character type, either in kind or function, and the variations on those themes should be where the diversity comes in, if at all.
What I'd really like is a set of four books. One focusing on Pink Mohawks, one with nothing but Mirrorshades, one for the small scope of a gritty gutterpunk style clutching for small victories, and one more with an epic scope of jet set runners on world spanning adventures. Shadowrun can support all of these styles, but trying to give options for each of them in the name of diversity without devoting the page count to explaining why the diversity exists, just confuses new players.