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Cain
QUOTE (apple @ Dec 14 2014, 11:08 PM) *
Even an iconic vison of the future needs plausability and playability - both missed in the Matrix rules from SR123 and 5.

Honestly, I don't think they ever hit a "realistic" Matrix. And judging by the complaints, I'm not sure they ever really got a "playable" one, it's just a case of how many warts you can live with.

But then again, they don't have to. Star Trek is so famous for pseudo-scientific jargon, there's a special term for it: "Treknobabble". Nobody complains that the Enterprise's computer doesn't act anything like a modern one (and in some ways, is actually behind the times). In fact, even though some Trek tech is completely outlandish, famous scientists will sometimes defend the slim theory that might make then right-- for example, Stephen Hawking wrote a book on the Science of Star Trek. He made it clear that most of it was, at best, reaching... but he did illustrate a few ideas that might make it work. Other examples include a half-human who manages to live with green blood, a creature with DNA made out of rock, and let's not even get into the fact that omnipotent beings are so common, you can meet one on your way to the corner store.

Shadowrun is iconic, in that same vein. Is a full-VR matrix really plausible? I don't know, but it's sure a lot of fun to picture. Is Star Wars hyperdrives plausible? Lightsabers? Who knows? Who cares, I just remember being entranced by the lightsaber duels. If the Matrix is fun, and supports a strong vision-- whatever that might be-- you can forgive its lack of reality.
apple
SW and ST are bad examples - they created unsiveres to distant in time and space that almost anything is possible. One part on what I feel is a central part of the Cyberpunk Genre is that is is fixed on a near and reachable future, in a world, where " I " or " You " or " We" may still live in and ask us how we would react to things like a VR Matrix (in some ways already researched by the US Air Force in the 80s) or Thunderbirds.

Let´s take Thunderbirds. With the current tech level flying tanks with heavy armor and weapons are not possible. But with vast improvements in material/engine science it is plausible (in the context of a RPG) that it may work. Cyberware too - but it strains the plausability for example if you introduce cyberware in your world, build 10 megacorps who all are heavily invested in cybertech & co, state that these megacorps control up to 75% of the world economy and then ... no one, from secretarys to special forces, use heavy augmentation. That breaks plausibility.

Or the Matrix: you can define that you have a heavy computerized world, as for example descripe in the SR3 Matrix 3 source book. Thats perfectly fine. But it breaks plausability if you make every computer and MP unit so incredible expensive that it makes more sense for runners to steal street lights (because they have incredible expensive computer units onboard) than to enter a corp research facility. Slight exageration here.

Every rule system is always defined by "how many warts you can live". While I like the SR4 system far more then any other edition I still have a very long lists of improvements. But what others described as "pale" is for me the first rule system which really makes sense in the way that (as an example) the drastically cut down matrix prices support the vision of a networked world (which was already described in SR2 VR und SR3 Matrix 3 - but not possible there due to incredible high matrix prices). And crunch must always support fluff. So, contrary to what others belive SR4 is far more true to the vision of a computerized, cybernetic enhanced, connected dystopian cyberpunk future than any other edition.

Btw: there is a difference in realism and plausability. Star Wars, while highly unrealistic, can be very plausible.

SYL
Cain
QUOTE (apple @ Dec 15 2014, 12:54 AM) *
SW and ST are bad examples - they created unsiveres to distant in time and space that almost anything is possible. One part on what I feel is a central part of the Cyberpunk Genre is that is is fixed on a near and reachable future, in a world, where " I " or " You " or " We" may still live in and ask us how we would react to things like a VR Matrix (in some ways already researched by the US Air Force in the 80s) or Thunderbirds.


That's actually true of a lot of science fiction. Heck, I believe the Jetsons was supposed to take place in 2060, and nobody objects to them being unrealistic or implausible. We *are* living in the future, and even though we don't have jet packs, nobody complains about how an iconic future doesn't line up with modern technology.

QUOTE
Let´s take Thunderbirds. With the current tech level flying tanks with heavy armor and weapons are not possible. But with vast improvements in material/engine science it is plausible (in the context of a RPG) that it may work. Cyberware too - but it strains the plausability for example if you introduce cyberware in your world, build 10 megacorps who all are heavily invested in cybertech & co, state that these megacorps control up to 75% of the world economy and then ... no one, from secretarys to special forces, use heavy augmentation. That breaks plausibility.

I'm not sure about Thunderbirds, the last show by that name I watched was from the 60's or so. Shadowrun used to have cyber as a status symbol; datajacks were part of the corporate elite. Heavy augmentation was part of the world from the beginning.

QUOTE
Or the Matrix: you can define that you have a heavy computerized world, as for example descripe in the SR3 Matrix 3 source book. Thats perfectly fine. But it breaks plausability if you make every computer and MP unit so incredible expensive that it makes more sense for runners to steal street lights (because they have incredible expensive computer units onboard) than to enter a corp research facility. Slight exageration here.

Not sure about that one. If I recall right, SR3 had tortoises and breadboarding, which made powerful computers really cheap. They were as bulky as modern desktops, and they couldn't take you full-VR, but they were cheap.

QUOTE
Every rule system is always defined by "how many warts you can live". While I like the SR4 system far more then any other edition I still have a very long lists of improvements. But what others described as "pale" is for me the first rule system which really makes sense in the way that (as an example) the drastically cut down matrix prices support the vision of a networked world (which was already described in SR2 VR und SR3 Matrix 3 - but not possible there due to incredible high matrix prices). And crunch must always support fluff. So, contrary to what others belive SR4 is far more true to the vision of a computerized, cybernetic enhanced, connected dystopian cyberpunk future than any other edition.

Low prices on matrix gear is not enough to support a setting. Cheap-ish smartphone-like gear has been in Shadowrun since day one-- pocket secretaries were basically an 80's view of an iPhone. Basically, everyone could be on the internet. More powerful computers weren't that expensive, since most people would only have a at-home tortoise, and didn't need full VR or portability. As for cyber, augmentation prices actually increased in relation to the starting cash runners could have, so that actually became more restricted. On top of that, trodes worked so well, datajacks were basically unnecessary; and AR further reduced the need to go VR. That watered down the cyberpunk, electronic frontier aspect.

Another thing to consider is that the wireless matrix was poorly thought out and implemented. "Everything is wireless" is a good concept for speculative fiction, but it doesn't fit into the Shadowrun concept. If you think that through to its logical conclusion, you see that shadowrunning is basically impossible-- you can't cross the street without broadcasting your SIN, and at the failure rates of SINs, you will be caught and arrested while going down to the corner market.

Finally: just because Shadowrun is *a* vision of a cybernetic dystopian future, that doesn't mean it's *every* vision of the same. Fantasy is a good example of this: even though Tolkien and Terry Pratchett write about a basically standard fantasy world, their vision is nothing alike. In sci-fi, both Star Wars and the new BSG take place "a long time ago", but they're nothing alike. Shadowrun is not just an imitation of a cyberpunk world; it's a vision of a particular one, and adding in elements from other games and visions has historically not worked out well.

Bottom line: even though SR4.5 may be a better imitation of GitS than SR3, that doesn't automatically make it a better vision of Shadowrun.
apple
QUOTE (Cain @ Dec 15 2014, 05:28 AM) *
Heavy augmentation was part of the world from the beginning.


Yes, indeed, except lots of people would have problems paying for the SR1235 prices. As in "breaking the suspension of disbelieve".

QUOTE
and they couldn't take you full-VR


And yet you defined full VR as "iconic" - yet the normal wagesloave comp is not able to do thats (or with further workarounds). To be honest, dirt cheap links in SR4 with VR capability sounds far more iconic and true to the fluff in that regard.

Just two examples, where changes in SR4 were neccessary to support the iconic (and yes, VR and heavy cybernetics are iconic to SR, I totally agree in this point) vision of SR.

QUOTE
Bottom line: even though SR4.5 may be a better imitation of GitS than SR3, that doesn't automatically make it a better vision of Shadowrun.


As the crunch in SR4 supports the fluff of Shadowrun far better to build a vision of a connected, computerized, augmented dystopian fantasy world than any other edition from 1 to 5, I tend to disagree. After all, a rule system should support the world vision and not contradict it.

SYL
Cain
QUOTE (apple @ Dec 15 2014, 01:54 AM) *
Yes, indeed, except lots of people would have problems paying for the SR1235 prices. As in "breaking the suspension of disbelieve".

Which prices are you referring to? Headware and datajacks are extremely cheap in SR1-3. The only cyber that's notably overpriced in relation to its benefit are cyberlimbs, and no edition of Shadowrun has handled them satisfactorily.


QUOTE
And yet you defined full VR as "iconic" - yet the normal wagesloave comp is not able to do thats (or with further workarounds). To be honest, dirt cheap links in SR4 with VR capability sounds far more iconic and true to the fluff in that regard.

Well, you could with trodes, but you didn't get nearly the benefit of using a full cyberdeck and datajack. But according to the fluff, nearly every wageslave was equipped with a datajack and some headware. A good number of semi-skilled workers were given skillwires, etc. The new price ratios in SR4.5 actually hurt that concept. Dirt cheap comms and programs also nearly killed the whole Decker archetype, since script kiddies could go toe-to-toe with Fastjack and expect to win.

QUOTE
As the crunch in SR4 supports the fluff of Shadowrun far better to build a vision of a connected, computerized, augmented dystopian fantasy world than any other edition from 1 to 5, I tend to disagree. After all, a rule system should support the world vision and not contradict it.

Exactly. Which is why the new White Wolf system is a poor fit for Shadowrun. They're certainly a dystopian world, but it's a poor fit for Shadowrun. And before you say anything, remember that Rob Boyle and Steve Kenson both, in various interviews, cited NWoD as an inspiration for 4e.

Beyond that, what rules are you thinking of that "better support the Shadowrun world"? Script kiddies being as good as experienced deckers? Cyberware being relatively more expensive and less effective? Sprites being more powerful than the otaku who summoned them?
sk8bcn
To stay on topic (and that is, Dumpshock's status and not Shadowrun's one), I do think that the main forum should be divided into SR1-3, SR 4 and SR5 and a main, universe themed one.

As a short term perspective, it may divide the DS-community, but at least, it would slow down the edition war that we all get tired off.
apple
QUOTE (Cain @ Dec 15 2014, 06:12 AM) *
Which prices are you referring to? Headware and datajacks are extremely cheap in SR1-3. The only cyber that's notably overpriced in relation to its benefit are cyberlimbs, and no edition of Shadowrun has handled them satisfactorily.


Are they? Don´t you forget the surgery rules in Men & Machine (IIRC they were non-optinal)? Which makes everything extremly expensive? And no, compared to the SR4 prices the base prices for enhancements even without the surgery rules in SR1235 are extremely expensive.

QUOTE
Dirt cheap comms and programs also nearly killed the whole Decker archetype, since script kiddies could go toe-to-toe with Fastjack and expect to win.


My personal experience starting from SR2 to SR5 is that with SR4 the Hacker/Decker become far more common as a played character then in any other edition. Your experience may be different.

QUOTE
Beyond that, what rules are you thinking of that "better support the Shadowrun world"?


Dirt cheap programs and matrix tech / cbyernetics on the starting side with semi-linear progression into the extremly expensive area of military software/links and delta ware on the other side, so that you can have a reason for both gangers and low lifes to be part of this distopian world, together with professionals in the middle and legends / corp elite on the other side of the spectrum.

QUOTE
Script kiddies being as good as experienced deckers?


What are you talking about?

I suppose you go for the (software + skill + equipment)dice system in SR4? Well, a script kiddy usually does not have the raw skill rating of a true hacker, so he is not that good. He does not have the supporting skills for analyzing the situation (cybercombat, data analysis and other knowledge skills) either. He is missing edge, cybernetics, bioware, genetech and specialisation to further boost his hacking skills. There is no way that a script kiddy is as good as an experienced hacker. Just to give you some numbers: an experienced decker will have an initiative of around 25/5, around 20-25 dices (for exploit, manipulatoin etc together with supporting skills and multiple agents for specific situations and Edge to boot. Tell me: which script kiddy can beat that (very good / experienced) hacker?

But then again, with less then 1000 ¥ invested in a kiddy link and cracked software you can hack the stuffer shack around the corner or squeeze some money from the gang on the other side of the street if you are a true newbie or squatterhacker - something which is almost not possible with other editions (20k minimum price in SR3, 50k in SR5).

Yes, I firmly believe that a rule system supporting squatterhackers, professinal crminal hackers and high end legends is far superior for describing the Sixth World than a system which states "Pleaes come back if you are rich, only then you can be a decker and start decking to become rich".

I admit, I use the optional rule in SR4 where you use attribute + skill .. never understood why in the context of streamlining it was changed to software + skill in the first place. And yes, slang is important and I still prefer Decker as a slang description for a cyberspace intrusion specialist. At least SR4 had a slang list in the basic book, not like SR3 ... :-/

SYL
Moirdryd
I think the last page has been pretty much on topic (with expression instead of content) with a sensible amount of discussion about a theme of the world without any Your Wrong or Acid coming out. It's also been fascinating to see how many different people have been positing on this thread to offer a few comments.

As for the Matrix? You could go Cold ASIST VR with a datajack and a Cyberterminal which is what must people used and to be honest costs similar to a high spec PC today. Cyberdecks were very special tools used for illegal and quasilegal activities. I made a reference page for how to use Cyberterminals for SR3 so my group could do matrix stuff without the decker but were not limited to just a random computer roll. They enjoyed it.

As for the Augments and the wealth notion of the Megas, look at Apple. Now replace things like the iPad etc (well don't really replace because, CommLinks) but add in cyber-modifications. The Datajack, Cyber Eye mods (which are on a par with Laser Correction + The newest phone in costs), Cosmetic mods (costing probably on a par with current treatments), medically sanctioned augments, military spending augments, Corporate Assisted augments (or need it for the job and you can pay it back to mamma corp in instalments). It all adds up. It;s just not presented as common as once it was, which is weird.
Cain
QUOTE (apple @ Dec 15 2014, 02:45 AM) *
Are they? Don´t you forget the surgery rules in Men & Machine (IIRC they were non-optinal)? Which makes everything extremly expensive? And no, compared to the SR4 prices the base prices for enhancements even without the surgery rules in SR1235 are extremely expensive.

Everything in M&M was optional. Looking at the SR1 book, datajacks cost 1000; in 4.5, they cost 500. However, since the maximum starting cash was quartered, that means it actually went up by 50%. Data locks stayed at 1000 nuyen in both books, but because of the exchange rate, it's effectively quadrupled in price. The only unchanged piece of cyber that actually went down in price, relatively speaking, is the cranial bomb... and I don't know about you, but I don't recall many players taking that. nyahnyah.gif


QUOTE
My personal experience starting from SR2 to SR5 is that with SR4 the Hacker/Decker become far more common as a played character then in any other edition. Your experience may be different. And no, if the concept of a cyberspace criminal makes it neccessary that you have hundred of thousands of nuyens (and in the professinal level even millions) invested BEFORE you can hack a decent middle class frame, then this concept is wrong from the beginning. Btw, all in all (rules, fluff, actual gameplay etc) the Hacker was/is the strongest and most central archetype in SR.

Around SR2-3, I started seeing more hybrid deckers-- deckers who had a generous helping of another archetype. For example, the SR3 Combat Decker looked suspiciously like a light sam. I had a decker/rigger info specialist who did very well during that time. Hybrid deckers were an easy way around the Pizza problem: they had something to do while they made their way in, and then only spent a few minutes doing Matrix stuff.

Starting around 4e/4.5, I saw it swing back the other way. No one wanted to play a decker, and in the few home games where someone thought about it, the GM usually tried to discourage them. In Missions, I had a resurgence of the pizza problem, although in that case, it was take-out Chinese. When legwork started, everyone handed the decker a stack of question, then left to get take-out. When they got back, they went over the answers, asked a few new questions, and then took another break.

QUOTE
Dirt cheap programs and matrix tech / cbyernetics on the starting side with semi-linear progression into the extremly expensive area of military software/links and delta ware on the other side, so that you can have a reason for both gangers and low lifes to be part of this distopian world, together with professionals in the middle and legends / corp elite on the other side of the spectrum and not the SR1235 model of "you need to be really rích before you can be a streetsam or decker".

Boosted reflexes, hand razors, and cyberspurs were very cheap and common in gangers. In fact, the gang member archetype in the SR1 book had hand razors. And even the non-elite could afford datajacks, which were the prerequisitefor the fast lane of the Matrix highway. In fact, out of the mundane archetypes in SR1, half of them had datajacks. You didn't need to be "really rich", you could start with just a few and work your way up.

QUOTE
I suppose you go for the cyberdeck + skill + equipment system in SR4? Well, a script kiddy usually does not have the raw skill rating of a true hacker, so he is not that good. He does not have the supporting skills for analyzing the situation (cybercombat, data analysis and other knowledge skills, intuition). He is missing edges and specialisation to further boost his hacking skills.


Well, here's the thing. In SR4.5, your maximum skill is 6, 7 with Aptitude. A decent script kiddie will have a skill of 3 or 4, maybe more. Assuming they all have the same equipment, that means a Fastjack-level decker will have about 3 dice on them, which averages to one success, most of the time. So, the script kiddie is running right alongside the matrix legends. Also, given the variability of the dice, the script kiddie can pull out ahead a good chunk of the time.

QUOTE
There is no way that a script kiddy is as good as an experienced hacker. Just to give you some numbers: an experienced decker will have an initiative of around 25/5, around 20-25 dices (for exploit, manipulatoin etc together with supporting skills and multiple agents for specific situations and Edge to boot. There is no way that a script kiddy can and will beat that (that or you have a very strange definition of script kiddy). And I am not even starting with the more extreme cases like military hardd/software.

But then again, with less then 1000 ¥ you can hack the stuffer shack around the corner or squeeze some money from the gang on the other side of the street if you are a true newbie or squatterhacker - something which is almost not possible with other editions (20k minimum price in SR3, 50k in SR5).

A script kiddie is someone who has top-of-the-line equipment, but not the skill of a pure decker. So, once we remove equipment as a factor, we're left with a skill vs skill comparison. Again, that's usually 3 vs 6, or one success on average. Remember, skill is not very important in 4.5-- it only makes up a small part of your dice pool. In previous editions, it was almost all of your dice pool-- you could allocate extra dice, but generally only up to your skill level, so having a better skill by 1 might mean you have +2 dice.

As for cyberdecks: the cheapest cyberdeck in SR1 ran for 6,200. In SR3, it was 14,000. If you went advanced and used the VR2.0 rules, you could push that further down, to like 7000 or so. Allowing for the exchange rate, you're looking at an equivalent cost of 1650 in 4.5 terms-- about equal to a midrange commlink with OS. So, I'd say squatterhackers were certainly possible before SR4, and were effectively better.
apple
QUOTE (Cain @ Dec 15 2014, 07:22 AM) *
Everything in M&M was optional.


As every rule in the basic book and in every other crunch book wink.gif

QUOTE
However, since the maximum starting cash was quartered, that means it actually went up by 50%.


As you don´t need a cyberjack in SR4 anymore that example is quite flawed. But lets take it for the sake of the discussion: since a lot of other prices went down as well, especially in the matrix area, you started way more with "professinal" equipment than in SR3. So, even if the starting amount was reduced, the absolute amount / value of your deck was increased (you can go really far with a rating 5/6 link, contrary on what you can achieve with a max level starting cyberdeck in SR3).

QUOTE
A decent script kiddie will have a skill of 3 or 4, maybe more.


oO

That is not a script kiddy. That is a semi professional, decently educated computer specialist. Please re-read the skill definition of what skill 3 to 4 means. May I remind you of the generally accepted definiton of a script kiddy?

QUOTE

In coding culture a script kiddie or skiddie[1] (also known as skid, script bunny,[2] script kitty)[3] is an unskilled individual who uses scripts or programs developed by others to attack computer systems
(wikipedia)

A script kiddy, by all means, have a max of 2, and usually 0 or 1. And no, it would be very strange, if an uneducated script kiddy whould have access to high grade cybernetics, nanoware, specialisations, gene etc. There may be of course the 0,1% exception (the kid with the rich daddy), but a script kiddy would usually half of the dicepool of a good hacker, at max. What you describe is like comparing a powered up street samurai comparing it to a squatter who found a main battle tank. Yes, there is a certain probability that a squatter can find and fire a heavy tank railgun, but then again its not what most people understand when you bring up the term "squatter".

QUOTE
Again, that's usually 3 vs 6, or one success on average. Remember, skill is not very important in 4.5-- it only makes up a small part of your dice pool


I remember different. But perhaps you have a lot of players with low level skills. Lets take a more normal definition (without equpipment as you suggests). Skill 0 or 1 and edge 1 compared to skill 5 to 7, specialisation 2 and positive quality 2. And usually a professinal, experienced player/character as more edge than an uneducated script kiddy who lives from daddys money. So Edge 1-8. I don´t known your game or your prefered style, but I look at a vastly different dice level. And btw: only very few npcs and not so many player characters in SR1235 had skill levels of 7+. so the skill dice difference was very thin there too.

QUOTE
. In previous editions, it was almost all of your dice pool


No. Previous Editions had the hacking pool which went sometimes higher then the skill,f ollowed by the task pool (which was usually smaller). And yes, it is one of the very few good things in SR5 that the skill limit was increased. In SR4 its skill (+ edge) + specialisation + program + other factors (like positive qualities). In SR3 it was skill + specialisation + hacking pool + task pool + other factors (+ karma pool for rerolls)

QUOTE
As for cyberdecks: the cheapest cyberdeck in SR1 ran for 6,200. In SR3, it was 14,000. If you went advanced and used the VR2.0 rules, you could push that further down, to like 7000 or so.


You forget the programs, which brings the sigma cyberdeck to around 20k ¥. If you use Virtual Realities to construct your own deck or program your own software, you are away from the game for weeks and months (sometimes even years AFAIK for high end programs and cooked chips). Hardy comparable to 1k¥ in hardware/cracked software. So: no, no squatterhacker in SR23 and 5.

SYL
Prime Mover
/r/shadowrun Over on Reddit has a healthy Shadowrun presence. Reminiscent of a younger more innocent Dumpshock.
Mach_Ten
QUOTE (Prime Mover @ Dec 15 2014, 12:00 PM) *
/r/shadowrun Over on Reddit has a healthy Shadowrun presence. Reminiscent of a younger more innocent Dumpshock.

Tried it, still got bits of Alien stuck in my teeth ... feels icky..

I come to DS for my
QUOTE (Cain @ Dec 12 2014, 10:28 AM) *
For better or worse, Dumpshock is the place for rabid, die-hard Shadowrun fans.

and for the most part you can see the bile dripping maws from a mile off (usually overshadowed by the embittered Egos)
which makes it really easy to avoid the troll bait and flame traps.

and honestly, if it weren't for some of these "Characters" on here .. a lot of my NPC's would never have been given life.
Yup, Cain, MedicineMan, Critias, "Don't call me Patrick" and a few other named personas have taken on Bond-villain-esque roles in my games.

TL;DR - Came for the advice, stayed for the popcorn. Admittedly that probably puts off a few greener newcomers, but they eventually end up on the "other forums"
it's not like DS is the only place on the 'trix now is it !




Shemhazai
Reading this thread, I see that Shadowrun needs a reboot. The awakening happened three years ago. The time has come to set things entirely in the future again.

I'm not even going to get into the Gordian knot of debate that's based on people's ideas about how the real world works today. For instance, basing game system debates on whether or not shadow gear is affordable by a functioning middle class. Maybe that's what happened here.

Next edition should note that prices reflect that these things are on the black market and made or modified to be untraceable. We don't get our things from shopping centers. And hacking should be primarily what you know how to do, not the kind of computer you use.

Seriously, rewrite a huge chunk of the rules from scratch.
apple
I dont thing a hunge chunk of rules needs to be rewritten. I believe it just needs a more engaged line developer who takes its work seriously and a crew of dedicated authors / freelancers / playtesters and proof readers who want the make world breathable. Less "SIN6 breaking in minutes, cyberscanners, extended dice tests, online silencers and "Arbeit macht Frei"", more "skill 12, cheap matrix/cyberware on the low end and mentor spirits works for adepts as well".

SYL
sk8bcn
This thread is iconic about DS's feeling.

And, well, I'm not into any Critias/Cain fight, but it's derailing exactely how Critias describes it, and Cain, your involved.

I'd really like this thread to stay onto topic.
binarywraith
QUOTE (Shemhazai @ Dec 15 2014, 06:21 AM) *
Reading this thread, I see that Shadowrun needs a reboot. The awakening happened three years ago. The time has come to set things entirely in the future again.

I'm not even going to get into the Gordian knot of debate that's based on people's ideas about how the real world works today. For instance, basing game system debates on whether or not shadow gear is affordable by a functioning middle class. Maybe that's what happened here.

Next edition should note that prices reflect that these things are on the black market and made or modified to be untraceable. We don't get our things from shopping centers. And hacking should be primarily what you know how to do, not the kind of computer you use.

Seriously, rewrite a huge chunk of the rules from scratch.


Honestly, what I'm dying for (and working out in house rules myself) is basically a polished SR2, working the 2050's setting. Shadowrun Returns reminded me how much I love that era because five minutes into the game it felt like coming home. SR5's basic system assumptions are fundamentally incompatible with that setting, though, so I'm going back to the rules that spawned it.
Cain
QUOTE (apple @ Dec 15 2014, 03:42 AM) *
As you don´t need a cyberjack in SR4 anymore that example is quite flawed. But lets take it for the sake of the discussion: since a lot of other prices went down as well, especially in the matrix area, you started way more with "professinal" equipment than in SR3. So, even if the starting amount was reduced, the absolute amount / value of your deck was increased (you can go really far with a rating 5/6 link, contrary on what you can achieve with a max level starting cyberdeck in SR3).

Not needing a datajack is part of the problem, it removed some of the cyber from the cyberpunk part. That took it further away from the original concept.

But, let's examine your claim. The cheapest commlink, with the cheapest OS, costs 300 nuyen. Converted to SR1-3, that's about 1200 nuyen. Which is cheaper than the 6200 for the cheapest possible deck, but not by a whole lot.

QUOTE
That is not a script kiddy. That is a semi professional, decently educated computer specialist. Please re-read the skill definition of what skill 3 to 4 means. May I remind you of the generally accepted definiton of a script kiddy?

I'm aware of the definition. I'm also aware that, "realistically", I have a skill of 2 or so in Computer by SR4.5 standards. The actual script kiddie's I've met are more skilled than I am, which places them at a 3 or 4-- "realistically speaking", that is. wink.gif

QUOTE
A script kiddy, by all means, have a max of 2, and usually 0 or 1. And no, it would be very strange, if an uneducated script kiddy whould have access to high grade cybernetics, nanoware, specialisations, gene etc. There may be of course the 0,1% exception (the kid with the rich daddy), but a script kiddy would usually half of the dicepool of a good hacker, at max. What you describe is like comparing a powered up street samurai comparing it to a squatter who found a main battle tank. Yes, there is a certain probability that a squatter can find and fire a heavy tank railgun, but then again its not what most people understand when you bring up the term "squatter".

Whoa, didn't you just say that high-end matrix equipment and cyber were *cheaper* in 4.5? Which means they could have it easily.

The difference between a script kiddie and a real hacker, nowadays, is that a kiddie uses high end programs to do most of their work, while hackers back that up with actual skill. Since programs are easy to copy in 4.5, you can easily have pirated copies of all the high end stuff, and get equivalent equipment. You're confusing script kiddie and "squatterhacker"-- you're arguing that someone with bad equipment and bad skills is no match for a real decker. Which is true enough, but a scriptkiddie, by definition, uses *really good* programs and equipment.

QUOTE
I remember different. But perhaps you have a lot of players with low level skills. Lets take a more normal definition (without equpipment as you suggests). Skill 0 or 1 and edge 1 compared to skill 5 to 7, specialisation 2 and positive quality 2. And usually a professinal, experienced player/character as more edge than an uneducated script kiddy who lives from daddys money. So Edge 1-8. I don´t known your game or your prefered style, but I look at a vastly different dice level. And btw: only very few npcs and not so many player characters in SR1235 had skill levels of 7+. so the skill dice difference was very thin there too.

Ok, you want to get into skills? First, remember that in Sr1-3, you only needed one good skill to be a decker: Computer. If you had Computer 6, you had almost all the skills you needed. There were a few others, like B/R and programming skills, but those were extra.

Starting with SR4, Computer was split into many subskills. Now, you needed to buy Computer, Hacking, Data Search, Cybercombat, and Software, just to start. That's bad enough-- your skill points were going to have to be spread thin-- but on top of that, there was the arbitrary limit of only one skill at 6 (or two at 5), and the rest were limited to 4. So, no matter what you did, you would have a skill of 4 in most of those areas.

So, even if we reduce script kiddies to a skill of 2 or 3 in all these areas, they're *still* within less than one success of the dedicated decker. If we assume skill 4, they'll be neck-and-neck in some areas, and possibly even ahead in a couple.

Going back to Classic Shadowrun, the base dice you rolled = your skill. There weren't many ways to get extra dice aside from the Hacking pool. And the Hacking Pool was limited by your skill-- if you only had Computer 3, you could add a maximum of 3 dice. So, skill was the main factor.

QUOTE
No. Previous Editions had the hacking pool which went sometimes higher then the skill,f ollowed by the task pool (which was usually smaller). And yes, it is one of the very few good things in SR5 that the skill limit was increased. In SR4 its skill (+ edge) + specialisation + program + other factors (like positive qualities). In SR3 it was skill + specialisation + hacking pool + task pool + other factors (+ karma pool for rerolls)

The task pool was not just small, it usually was only 1-3 dice you could allocate per turn. Specialization did increase your dice, but it reduced your general skill, which in turn reduced the number of Pool dice you could add. So, if you had Computer 3 with spec, you rolled 5 dice-- but could only add 1 Hacking Pool, and got the same 6 dice.

QUOTE
You forget the programs, which brings the sigma cyberdeck to around 20k ¥. If you use Virtual Realities to construct your own deck or program your own software, you are away from the game for weeks and months (sometimes even years AFAIK for high end programs and cooked chips). Hardy comparable to 1k¥ in hardware/cracked software. So: no, no squatterhacker in SR23 and 5.

Well, if you want the cheapest possible deck in SR3, you take the Sigma (14,000), breadboard it (going to 7000), and then make it a cyberterminal, for a total cost of 700. You can't run hot sim on it, but you can handle pretty much any basic task, including hacking the Stuffer Shack. Compare that to the adjusted cost of the cheapest commlink in 4.5, which is 1,200. Programs are extra, but you can see that it's actually cheaper to get cheap decks in SR3.
Cain
QUOTE (sk8bcn @ Dec 15 2014, 05:00 AM) *
This thread is iconic about DS's feeling.

And, well, I'm not into any Critias/Cain fight, but it's derailing exactely how Critias describes it, and Cain, your involved.

I'd really like this thread to stay onto topic.

I was trying to avoid this but... even though I'm pig-headed and stubborn, I'm not single-handedly capable of bringing down a forum. It takes to to tango, and I can't fight when there's no one fighting me.

Yes, I go off on tangents easily. Yes, I don't know when to quit, and I have a hard time letting go. And thanks to my autism, I literally do not see things the same way you do. There are many things that are perfectly clear to you that I can't understand, and vice versa. I admit all that, and I acknowledge that I'm not a pleasant person online.

With that in mind-- I've been here for about twenty years. You all know all this about me. Knowing this, knowing that I'm the type of person who'll charge a wall head-first... what does it say about the people who charge headfirst right back?
apple
Before it goes into unreadable snippets of half sentences

QUOTE (Cain @ Dec 15 2014, 08:11 AM) *
Whoa, didn't you just say that high-end matrix equipment and cyber were *cheaper* in 4.5? Which means they could have it easily.


Really? If you do not know the price differences and the corresponding levels of what equipment each "professional level" can have, please do not comment on it but reread cyberdeck/commlink, software and cybertech prices. You can have have for some hundreds / some thousand of ¥ a beginner link with beginner software, able to hack minor stoff. You can get lower five digit links and be a very decent hacker, going against corp servers (this is the sigma range in SR3 and which that you are barely able to hack lower end home terminals). You can go in the middle/high five digit range and have a top professional deck and go against most secure servers. In SR3 you dont even start with that without a Kraftwerk. After that, the legendary range comes with Excalibur and military links, which have both a special status in bot editions. Simply put: there is a smoother,more linear progression in SR4 through the different player levels and professinal levels. Same goes for cyberware. You can have dirt cheap matrix/combat ware in SR4, and go up from there into the millions depending on grade and essence usage. You usually start in the higher 4/5 digit range in SR3/5 and go up from there - again missing the sweet spot for the lower end and mass market - something I find extremely important for describing my Sixth world. Simply compare 1:1 prices like the cerebral booster, encephalon, rating 6 software/links

QUOTE
Specialization did increase your dice, but it reduced your general skill,


Only at character creation.

SYL
binarywraith
This is going to be one of those blunt, kinda unfriendly posts. Apple is clearly convinced SR4 is the pinnacle of game design for the line. Cain is not. There's no need to beat this to death in here when neither of you is going to convince the other.
sk8bcn
I really have no intention to be offensive. And I have nothing against you and I don't remember we ever argued against each other.

To be honest, the argue into this thread with apple just serves to highlight my point.


I don't know for the other dumpshockers but I tend to skip every multiquote reply with arguing about every inch of the previous post. I consider that as weaking the debate by confusing it.

I'd wish the debates where more constructed and I'd wish threads to derail less.

ps: about threads derailing, I think that mods should divide threads more often when it derails.
apple
QUOTE (binarywraith @ Dec 15 2014, 09:46 AM) *
This is going to be one of those blunt, kinda unfriendly posts. Apple is clearly convinced SR4 is the pinnacle of game design for the line.


I beg your pardon: you may be unfriendly but you are not allowed to post untrue comments:

QUOTE
I still have a very long lists of improvements.

QUOTE
Before it goes into unreadable snippets of half sentences


I already ended my participation for this part of the discussion.

@sk8bcn
You may want to turn to #52 if you want to comment on how the multiquote started. Thank you very much.

SYL
Sengir
QUOTE (Smash @ Dec 15 2014, 02:52 AM) *
A good example is how much people here seem to get their heckles up is the matrix in 5th Ed. The writers took the most overlooked ruleset in the setting and made genuine attempts to make it workable.

Every new edition so far did exactly that, in case of Virtual Realities they even did it in the middle of an edition. A "genuine attempt" at making the matrix better is like a "genuine attempt" to bring peace to the middle east, trying honestly to sort out that mess is still an honorable endeavor, but don't expect any brownie points just for trying wink.gif

QUOTE
"How do decks pinpoint where devices are!? It's impossibullz because of modern wifi!!!!"

Protip: If you want to criticize people's arguments, read them first. I'm not going to say "nobody said that", because somebody somewhere probably did at some time, but it was far from being one of the more popular complaints. OTTOMH, the shortlist of popular matrix-specific complaints would be:

- Wireless batons and silencers
- TMs nerfed to oblivion and then some
- Temple of Doom Syndrome


@sk8bcn:
QUOTE (sk8bcn @ Dec 15 2014, 11:13 AM) *
To stay on topic (and that is, Dumpshock's status and not Shadowrun's one), I do think that the main forum should be divided into SR1-3, SR 4 and SR5 and a main, universe themed one.

That would be two dead boards and one board looking like the current Shadowrun board...
sk8bcn
QUOTE (apple @ Dec 15 2014, 04:08 PM) *
@sk8bcn
You may want to turn to #52 if you want to comment on how the multiquote started. Thank you very much.

SYL


Godamn, who cares who started?

If you feel attacked, really, you're not.

I used that discussion as an exemple. Heck, in the past, I even made some multipost, double-header discussion going nowhere. And I probably will do some more.

But if I try to remember that I shouldn't, I will improve.
If collectively we acknowledge that, we can improve to make Dumpshock better. Myself, you, us included.
sk8bcn
QUOTE (Sengir @ Dec 15 2014, 04:35 PM) *
@sk8bcn:

That would be two dead boards and one board looking like the current Shadowrun board...


Why?

I find some posters beeing active depending on the edition.
Sendaz
QUOTE (Sengir @ Dec 15 2014, 10:35 AM) *
A "genuine attempt" at making the matrix better is like a "genuine attempt" to bring peace to the middle east, trying honestly to sort out that mess is still an honorable endeavor, but don't expect any brownie points just for trying wink.gif

Which is why I still say Bon Jovi could still save the world.
tisoz
I've been gone for a while and just recently returned. I am shocked by the lack of activity.
Cain
QUOTE (apple @ Dec 15 2014, 06:35 AM) *
Really? If you do not know the price differences and the corresponding levels of what equipment each "professional level" can have, please do not comment on it but reread cyberdeck/commlink, software and cybertech prices. You can have have for some hundreds / some thousand of ¥ a beginner link with beginner software, able to hack minor stoff. You can get lower five digit links and be a very decent hacker, going against corp servers (this is the sigma range in SR3 and which that you are barely able to hack lower end home terminals). You can go in the middle/high five digit range and have a top professional deck and go against most secure servers. In SR3 you dont even start with that without a Kraftwerk. After that, the legendary range comes with Excalibur and military links, which have both a special status in bot editions. Simply put: there is a smoother,more linear progression in SR4 through the different player levels and professinal levels. Same goes for cyberware. You can have dirt cheap matrix/combat ware in SR4, and go up from there into the millions depending on grade and essence usage. You usually start in the higher 4/5 digit range in SR3/5 and go up from there - again missing the sweet spot for the lower end and mass market - something I find extremely important for describing my Sixth world. Simply compare 1:1 prices like the cerebral booster, encephalon, rating 6 software/links

A 1:1 price comparison is misleading, because you don't start with the same amount of cash in both systems. But since we're comparing the cheapest end of everything, the cheapest commlink is barely able to hack low end nodes as well. As far as progression goes, SR4.5 has at least as many blips in it as any previous edition in regards to technology, and strongly favors magical characters in the long run. 5e is worse, adepts get a huge leg up not only to start, but in advancement options as well.

QUOTE
Only at character creation.

Well, yes, because if we're not talking character creation, the comparison becomes meaningless. Is a 4.5 character with fifty extra karma and a few million nuyen better than a starting SR classic character? I should hope so!

QUOTE (sk8bcn @ Dec 15 2014, 06:47 AM) *
I really have no intention to be offensive. And I have nothing against you and I don't remember we ever argued against each other.

To be honest, the argue into this thread with apple just serves to highlight my point.


I don't know for the other dumpshockers but I tend to skip every multiquote reply with arguing about every inch of the previous post. I consider that as weaking the debate by confusing it.

I'd wish the debates where more constructed and I'd wish threads to derail less.

ps: about threads derailing, I think that mods should divide threads more often when it derails.

First: apologies, I didn't mean to say I was offended. I don't have any issues with what you've said, and if I seem angry, I do apologize.

I know I'm not the most popular guy here. Some people really seem to be upset with me. And no, I don't get along with everyone online either. But, I don't blame them for bringing down an entire forum, and I think it's rather silly to blame me for the same thing.

Yeah, sometimes I get into long, drawn-out arguments on tangents. But I can't do that alone. In order for me to do any of that, someone else has to be arguing just as stubbornly as I do. So, saying I'm involved is rather misleading, because there's always more than one person involved. Heck, I was gone for a few years, and nothing changed here while I was gone-- the same arguments kept going on. It's not "all Cain's fault", because everyone is involved.
Sendaz
And thus was the 'Cain Fallacy' born.

Cain Fallacy: Where we blame Cain for the entire argument even if he only ever posted once in any particular thread, though to be fair that one post probably did cause a major kickoff.

Just teasing, you knowz we luvs ya. nyahnyah.gif
hermit
QUOTE
As for the Matrix? You could go Cold ASIST VR with a datajack and a Cyberterminal which is what must people used and to be honest costs similar to a high spec PC today. Cyberdecks were very special tools used for illegal and quasilegal activities. I made a reference page for how to use Cyberterminals for SR3 so my group could do matrix stuff without the decker but were not limited to just a random computer roll. They enjoyed it.

Actually, you could create "commlinks" - wireless-decking decks - with Hot Sim and all 4 attributes that cost roughly between 2000 and 10000 Nuyen - and 1000 to 5000 fpor cold variants - at MPCP 1 through 6. If you make use of a number of rpice-dropping features and don't go overboard with memory or extra initiative dice, hot ASIST decks in SR3 weren't that expensive. consequently, if you would like to trick out your link in SR4, to make use of all the possibilities in Unwired (such as 5 IP), you'd end up with a link worth 50K and up. SR4 and SR3 are actually not that differnet there if you actually read and understand SR3's Matrix book.

SR5's Matrix actually tries to go back to SR3's with SR4's mechanics. There are a number of very good ideas there, but it's screwed up, like most about SR5 is screwed up, by badly thought out, vaguely written rules (bricking makes your headware explode, but that doesn't do damage because it's a Michael Bay explosion), misunderstandings between editor and author (WiFi boni were intended purely for PAN integration apparently, where they'd make more sense) and sloppy editing.

QUOTE
Reading this thread, I see that Shadowrun needs a reboot.

Sure. In a dying hobby (let's be honest about this, pen&paper gaming will end with the current gamers), with a setting that is already not doing quite well, let's scare away 90% of the fan base by making it something way more generic. The last thing Shadowrun needs is a reboot. What's keeping anyone with the system is it's legacy of stories, not it-äs rules, and it never was.

QUOTE
I believe it just needs a more engaged line developer who takes its work seriously and a crew of dedicated authors / freelancers / playtesters and proof readers who want the make world breathable.

I do think it has the latter or the most part. SR might need a technical writer for the rules, though. I very much agree it needs an editor who is up to the job. Editors make or break RPG systems, where they're usually all that makes the writing fall into place and work together. It needs a full-time editor who doesn't take the time to write a novel on the side. Additionally, the publisher should rely on something other than RPG sales for it's money base, otherwise there will always be financial pressure, which tends to have very ill effects on the line, as we can see with SR.

Under the current publisher and editor, I really doubt there will be a 6th edition of Shadowrun. I mean, it's been nearly two years since the "year of Shadowrun", and we don't even have the core rules out yet? That's not looking well and arguably has been scaring players away. Which might make for the decrease in activity on all Shadowrun boards I know (I'm not on reddit so I don't know about there).
nezumi
Okay Mach Ten, I may share some of that popcorn with you.

I came in just before SR3 came out. I stopped buying books with SR4. I know a lot of other old-timers here did the same. No books = no rules discussions, since most of the SR3 rules discussions are pretty well settled out. I do still have plot/setting discussions now and again, but not as frequently as when I was a youngin' playing shadowrun twice a month. I imagine this is a pretty common experience.

What I'd love to see is the number of new and idle accounts over time. I'm curious how many active accounts DS has now compared to ten years ago, and how old those accounts are. Maybe it's true that we do just have too many grognards filling the pool. Or maybe we have lots of new blood coming in, but they just don't argue rules as much as us old folks used to.
Cain
QUOTE (hermit @ Dec 15 2014, 10:54 AM) *
I do think it has the latter or the most part. SR might need a technical writer for the rules, though. I very much agree it needs an editor who is up to the job. Editors make or break RPG systems, where they're usually all that makes the writing fall into place and work together. It needs a full-time editor who doesn't take the time to write a novel on the side. Additionally, the publisher should rely on something other than RPG sales for it's money base, otherwise there will always be financial pressure, which tends to have very ill effects on the line, as we can see with SR.


I mostly agree with you, here. Shadowrun needs a really good game designer to rebuild the system. Plus, it needs in-depth playtesting-- not a few weekly games with rubber stamps, they need dedicated min-maxers to stomp all over the system and break it in every way possible, then fix the holes they find.

But for the line... CGL doesn't depend on Shadowrun, they're primarily BattleTech with Shadowrun on the side. And their BT products are pretty good, from what I've seen. I honestly don't think any of this malarkey would have flown in BattleTech.


QUOTE
Under the current publisher and editor, I really doubt there will be a 6th edition of Shadowrun. I mean, it's been nearly two years since the "year of Shadowrun", and we don't even have the core rules out yet? That's not looking well and arguably has been scaring players away. Which might make for the decrease in activity on all Shadowrun boards I know (I'm not on reddit so I don't know about there).


True, Shadowrun has been slipping in recent years. Once upon a time, it was in second or third place for the most popular RPG, behind D&D and White Wolf. By my estimation, it's barely in the top 10, if in there at all. It's possible that the SR5 book just isn't appealing to a lot of people, which is why the community is fading.

I do, however, think SR6 is inevitable in a few years. The CGL strategy with Shadowrun seems to be churning the market, quickly pumping out product without adequate quality control. When sales on SR5 products start to fade, we'll either see a 5.5 or 6e, in an attempt to generate enough buzz to quickly offload core books.
Pendaric
I first looked at This forum in 1998. As it was flamming at the time I walked away, I know my loss but SR had not grabbed me like other RPG's yet. Things settled down on the boards and I really got in to SR3, loving the colour of SR1 and 2 but not the balance. Having bought and negotiated with everyone to learn the damn rules, SR4 just meant a cost I did not want.

I have kept buying setting books and some crunch books from SR4 and 5 for the good ideas I can put in the SR3 games we play. But the cost is spread around the group and favours from the resident hoarder.

I learnt my lesson when I lost my cool on this very board. I play for enjoyment, argueing isn't that much fun in real life and life is too short for your passions to lead you into argueing with strangers on the internet.

Understandable, human and still pointless. Basically I was stupid and I learned.

With the slowing of novel ideas coming from my games and the SR3 rule set /setting. With others ninjaing any useful advice when asked for etc, I perfer to lurk till something catches the imagination. I see new names on the boards but they rarely post.

I think their waiting for a reason too.

DrZaius
Just to add my 2 nuyen.gif again and get myself into deep water, I think there's a logical flaw in the argument that the release of SR4/SR5 killed off DS; unless it was related to the caustic posting habits. Namely, I don't think that Shadowrun is necessarily less popular than it was in previous years. The reddit board is pretty solid, catalyst's official forums seem to be doing well, and Shadowrun Returns was a hit; or at least sold enough to allow an indie studio to develop a sequel (and a third, if the rumor mill is accurate).

This however is one of those arguments that can't be solved, and we all can go round and round in circles arguing how many words Eskimos have for snow without having known any actual Eskimos. Namely, I don't have access to traffic number for DS over the years, so I can't really compare it. Overall P&P hobbies have decreased in popularity, but I think DS has faded from it's former glory for other reasons.
Stahlseele
Wait what?
Sequel to SRR?
The Berlin Campaign was a Kickstarter Goal if you mean that . .

Also, it wasn't just the SR4 release that killed DS, but it had a part in that.
It was the combination of the SR4 release and shortly afterwards Franks Burning Bridges and Salting of Grounds.
KarmaInferno
QUOTE (Smash @ Dec 14 2014, 08:52 PM) *
A good example is how much people here seem to get their heckles up is the matrix in 5th Ed. The writers took the most overlooked ruleset in the setting and made genuine attempts to make it workable. Yes, there was some creative license taken to try and get deckers out of the armchair and on site and if you interpret the rules correctly (surprisingly, 90% of people don't/can't) it does exactly that. However, people just got so obsessed with realism they just couldn't get past it.


Even if you completely ignore the various complaints about why this or that system or rule didn't work or was nonsensical or whatever...

If the goal was to make hackers/deckers viable again, it utterly, completely failed.

You don't even have to look at any of the rules. Just going by their own 'official' campaign system, Shadowrun Missions, hackers of all types have got to be the absolute least played character archetypes. And even from the few folks that ARE playing matrix cowboys, I've heard multiple frustrations at many different locations about how the combat hacking rules just aren't worth bothering with. You could invest a huge amount of money, skills, and other resources into it, only to have to make multiple rolls just to achieve even minor effects. You might as well just pull out a gun and start shooting like everyone else is.

What SHOULD have happened was to make the Matrix more streamlined and easy to implement. What happened is in many ways is the system got MORE complex, for too little payoff.


-k
hermit
QUOTE
Plus, it needs in-depth playtesting-- not a few weekly games with rubber stamps

It would help if communication between editor and playtesters would improve, and if the editor would work more coherently and not, as a (fictional) example, apply corrections to one rules where there's a simple mathematical error, but not to an identical rule that just swaps a skill or another, even though the playtester poointed out both rules.

QUOTE
It's possible that the SR5 book just isn't appealing to a lot of people, which is why the community is fading.

That is my assumption.

A game designer once told me, on the topic of Indie games, that, while many core/first books of indie games sell well, because people buy it out of curiosity, it's the second and third release that make or break a system. And, in my humble and probably quite biased opinion, you just don't get your money's worth out of a $60 core rules book that comes with an immense amount of flaws. Pegasus' policy o drastically low prices yielded a better result, though in an admittedly smaller overall market. But their follow-up publications sell really well too (of course, they can aford to publish very close to pure production cost, as they're big in Euro board games, which inancially float the company no matter whether an RPG product tanks).

QUOTE
I do, however, think SR6 is inevitable in a few years. The CGL strategy with Shadowrun seems to be churning the market, quickly pumping out product without adequate quality control.

I'm afraid so too. No matter the long-term damage. It's the economical equivalent of throwing anabolics - sure, that get results faster initially, but in the foreseeable future the user will be an imbecile, gout-ridden, diabetic, erectilely dysfunctional wreck.

QUOTE
What SHOULD have happened was to make the Matrix more streamlined and easy to implement. What happened is in many ways is the system got MORE complex, for too little payoff.

Unforunatly, that happened throughout the rules changes, again and again. Combat, Matrix, the addition of Limits. More complexity for little actual gain.
Smash
QUOTE (Cain @ Dec 15 2014, 05:12 PM) *
But my biggest problem was the entire concept of the wireless Matrix. I don't have a problem with wireless decking, that's been around since SR2. Thing is, for all the warts, the Shadowrun setting is iconic. It's not a projection of our future, it's a view of a fictional setting that just happens to be in the future. This makes it a lot like Buck Rogers or Star Wars; it's not supposed to be speculative fiction, it's a reflection of our views of the future at a particular time. Nobody complains about wifi internet in Star Wars or Star Trek, we're too entranced with lightsabers and transporters.

SR4 got rid of this. They changed the setting: instead of an iconic cautionary tale of the future, they gave us a pale reflection of the present. Then, mechanics were shoehorned in, to reflect this watered-down vision. That might have been okay, had the mechanics been better; however, that's not what we got. They effectively double-downed on their view of the future with 5e, changing even more mechanics to support it.

What makes Shadowrun great is that it's iconic-- it has a bold view of the future, as reflected in the time it was written. Now, we have a weak version of the future, as reflected in the Windows Vista User Manual.


Couldn't agree more, and that's my point. On the official forums people had their whinge and then just moved forward again. Here, the most vocal are determined to make any conversation about 5th Ed a war.
hermit
QUOTE
Here, the most vocal are determined to make any conversation about 5th Ed a war.

Not every criticism is "a war".
Smilingfaces
For me I played since 2nd ed, does that automatically make me a gronard, am I thrown into that camp because I don't play 4-5 ed?

I have no trouble with Catalyst taking the white wolf system and running with it. To be honest its easy to make a character and wrap you head around being thrown into world of darkness even if you never played tabletop or world of darkness before. I think that was a step in the right direction a easy dice mechanic I just think they dropped the ball with not setting the limit on how many dice can be rolled at anyone time. Another thing I think they fumbled with was stat blocks. Sit down with a person who never played table top before or better yet never played shadowrun before and have them build a character its painful. If you GM like me and wanted to craft your own NPC's its time consuming sure sure you can use the guys in the back of the book but still they might as well be mooks.

I know I am going to be showing my age on this post but I remember when you played RPG tabletop with a thrill of will I succeed not its a givin. Now core books say just fudge the rolls as long as everyone is having fun who cares comment that you see in many tabletop games now a days. The drama was will you survive wih the decisions you made will you earn what you get? Sorry I digress, but when you have to use up an hour to build a new character cause you lost one or hes in the hospital and you go to build another it might as well be sentenced to purgatory.

When one takes a serious look at the older books like cyberpirates, corporate shadowfiles and the lonestar books one sees the premise of the game concepts. Criminals/revolutionists, Corporate fascism and the law that's for the most part striped of justice. Seeded in the game I don't care if your a corp wage slave, sinless or below sinless likea ghoul is there is a not so subtle undertone of class warfare. I liked the fluff it made sense lots of times they would give you what happened before the 90s going on in to the awakening moving into the 50s. The criminal element like smugglers pirates revolutionists for the most part made sense. The megacorps acted true to fascism and well the law was brutal again read through those books or pick them up if you never read them before.

Yet when we get to say ending of 3rd moving into 4th. 4th -5th those game concepts continue to be shafted down to almost no sense levels security wise criminal wise ect. I am sure people can jump all over Wi-Fi pros cons and go back and forth on everything. I think as its been pointed out before through this thread atleast with the shotty editing half baked finished books released that the game company just doesn't care about quality they are just making money off the IP. Selling nestolgia and luring new players with pretty pictures. All one has to do is read comments on amazon or reviews on 5th edition stuff. Book binding fail to hold pages, content are literally a disorganized mess and editing nightmare those arnt my words per say but that's what you will read. That's why I think it boils down to making money over quality product, it shows in the details.
fistandantilus4.0

Hi.

Also, hey tisoz long time no see.

We mod types have been mostly sitting back and watching, letting people voice their opinions and seeing what folks have to say. Typically we like to let people say their piece, not censor over much, and generally let things go their own way. A big part of that is that independent "don't let the man silence ya'" mentality. Let's be honest , we're talking about a game with pirate boards and neo-archanists (once upon a time), and a lot of "the man" repressing. So we try not to do that. It seems disingenuous.

All that being said:

Cain, saying that we know you are argumentative , difficult, overly opinionated, stubborn, and tend to ram your opinions forward doesn't actually make it okay. I think a lot of us have simply gotten used to it and learned to ignore it. That also doesn't make it okay. Part of that is our fault. Or rather, I'll take that hit.

We're discussing possible changes or simply upping our activity as mods. If needed, I'm all for making a thread simply titled "Cain's Derailment Thread" and merging all of your derailed arguments over to there. I'd like you to be able to say what you want. I'd also like it to not bog down the rest of the discussion. Cain you personally have done a good job of doing what we asked you to do, namely reporting when people throw personal attacks your way, rather than throwing down with them into a pointless flame-fest. But continuing the behavior that invites it doesn't help.

To be fair you certainly aren't the only one. You happen to be the most vocal. While we're naming names 'apple' isn't thrilling me right now either. But hey that's partly personal opinion. I think we've done a hell of a job giving everyone their room to say just about whatever the hell they've wanted for some months now. It doesn't look like that is improving things.

I'm not here to have a long discussion about it. The mods will be looking at policy, our own activity, etc . Part of it is our own busy lives, being on other forums and personal bias/opinions. We will all keep paying attention to this thread and seeing people's suggestions as they come up. Or start a thread in the Community/News/Discussion area like we usually do when we're talking about things having to do with the boards here.

Hopefully my attempts at being a combination of frank and diplomatic come across properly. If not, I can be less diplomatic. smile.gif

Sorry for the long post. I'm open to PMs as well.
Redjack
It appears that Fisty was posting here while I was creating a new thread. Feel free to post suggestions into the thread or PM if you'd rather a more private forum.
Cain
Just to say my piece, so you all can hear:

Fisty is right. I'm argumentative, and overly vocal, and sometimes too aggressive in my posting. However, I almost never mean to be insulting, and sometimes I come across that way despite my best intentions. And some of that might never change.

However... I am good about trying to fix things when I'm called on it. As he said, I'm working on not firing back then I feel personally attacked; I try to report and ignore.

So, if you see me doing something you think isn't right, call me on it. Politely, of course. I will do my best to adjust. I can't promise that I'll be able to change, but I will make an effort.

QUOTE (Smash @ Dec 15 2014, 06:33 PM) *
Couldn't agree more, and that's my point. On the official forums people had their whinge and then just moved forward again. Here, the most vocal are determined to make any conversation about 5th Ed a war.

I honestly don't want to start a war on 5e. I'd prefer to fix the game, not tear it down. However, before you can get people to fix a problem, you need to show them that there is one. That's where the battles start.

I'm going to repeat this suggestion in the other thread, but here's an idea: RPG.net has the + or - system for thread titles. If you want to just discuss the positive aspects of something, put a [+] in the thread title. Everyone knows that's what you want, and any negative discussion is a derail. On the flip side, a [-] thread is to discuss problems, and trying to say that there aren't any is a derail for that thread.
Bertramn
Personally, I do not have a problem with the way Cain does his arguments.
Most of the times I can see that his point of view on things is a valid one, even when I do not share his opinion.

I also enjoy the lack of activity on the Moderator side to be honest,
since having someone step in and tell you to stop talking about what you are talking about is a mood-killer.
The off-topic ranting is a problem though.

The 'Cain thread' would be a delight.

I think the main problem Dumpshock has, is that there exists an official Forum,
which, I assume, gets the majority of the influx of new players.

If there are no new players, who started playing in 5th Edition,
naturally discussions will not be about 5th edition meta stuff as much.

If the majority of users consists of old RPG veterans,
they will not be as prone to need help with GM'ing too.

If the majority of users have been having these discussions for 10-20 years now,
naturally new arguments will occur seldom.

Also, this Forum structure is a little archaic, so naturally people will prefer Reddit as a platform.
tisoz
QUOTE (Smilingfaces @ Dec 15 2014, 10:09 PM) *
<snip>
Book binding fail to hold pages
<snip>

I think I agree with most of what you said, but this kind of leaped out at me. Has any Edition had good binding? My 1st Ed softcover had a few pages coming loose, even though I probably only had it a month or 2 before 2nd Ed came out. I forget what 2nd Ed were notorious for bad binding, but the core softcover had pages coming loose, but maybe just because it got heavy use.

3rd Ed Core book was TERRIBLY bound. I was aware of the shoddy bindings by then, so was VERY gentle when handling this volume. In fact I distinctly remember going over to a friends house and starting a game with his 2 boys. Gentle handling had become ingrained in me. I was Helping his older son and not paying full attention to his younger son when the younger simply fully opened the core book. I caught it out the corner of my eye and started to yell NO! But I already heard the spine pop and the colored pages coming loose. I only got halfway through my no, but I think I startled everyone and may have scared them off from the game. I tried to apologize, but my frustration for my lapse of babying the book may have been taken as anger for the kid breaking something by using it for its intended purpose in a way consistent with such products.

I played 3rd Ed with several different groups and I cannot recall seeing a Core book that held up to normal use. Most were rebound, as I had mine done. I saw some put into binders. I think I have 1 Softcover that is still together, but it isn't used at all and I have it just to display as part of my collection. I think I have 2 or 3 that have fallen apart or been rebound.

So maybe to further exploit the profit margin, CGL has went back to the old printer if this is a problem again. I couldn't really say if the problem was ever resolved as I bought half a dozen limited editions of 4th Ed, but only used electronic copies when running/playing) and I have not kept up with the ensuing editions. And this last theory is certainly tongue in cheek.
sk8bcn
QUOTE (Cain @ Dec 16 2014, 09:48 AM) *
I'm going to repeat this suggestion in the other thread, but here's an idea: RPG.net has the + or - system for thread titles. If you want to just discuss the positive aspects of something, put a [+] in the thread title. Everyone knows that's what you want, and any negative discussion is a derail. On the flip side, a [-] thread is to discuss problems, and trying to say that there aren't any is a derail for that thread.


I like that idea.
binarywraith
QUOTE (tisoz @ Dec 16 2014, 04:31 AM) *
I think I agree with most of what you said, but this kind of leaped out at me. Has any Edition had good binding? My 1st Ed softcover had a few pages coming loose, even though I probably only had it a month or 2 before 2nd Ed came out. I forget what 2nd Ed were notorious for bad binding, but the core softcover had pages coming loose, but maybe just because it got heavy use.


FASA Glue was a thing. biggrin.gif The glossy pages fell out of every 2e rulebook I ever owned except my hardback.
Smilingfaces
Well Binarywraith,
You can still get the older edition books. Personally I take good care of mine but I have been to a few hobby places that have a collection of older books that people have traded or sold and the books are in decent condition. The core books probably take the most abuse out of any system. But lets look at this for a second. Those older books are decades old and still holding up vrs you buy a brand new book at its falling apart already like I stated previously one can just go to Amazon and read the reviews and or comments, so with that many people saying its falling apart there has to be a real issue with the bindings.

As for the OP question what happened to Dumpshock, I don't think I am very qualified to answer that question. All I can say is I have been lurking for years reading the forum just never joined.
binarywraith
Yeah, mine fell apart a couple decades ago. biggrin.gif I think my SR3 made it to this century before the character sample pages fell out, but my SR2 paperback had already been converted to spiral bound when I was in high school back in '96.
Bertramn
And here I thought the 2nd Edition core book I bought off of eBay was just in crappy condition.
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