QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
The way I see it, Shadowrun has three fundamental problems that are built pretty far into the core of the system and/or setting and really need to be resolved.
1) Awakened characters (especially Mage's) can advance beyond the hard limits on everyone else.
Game balance issues have been long discussed - but I'm not sure that the holy altar of game balance is the right place to worship anyhow. And besides that, there are qualitative differences between an up-armoured samutankurai and a very squishy magihamster in a lined coat.
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
2) The Matrix (and electronic infrastructure in general) is a kludged together mess that doesn't work from a rules perspective and makes near zero sense from an in system setting perspective.
Preach it, brother!
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
3) Non awakened physical world characters get shafted hard.
I don't see how this is different from point 1. And, again, game balance ... not all it's cracked up to be.
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
Now explanations and issues.
1) It's a pretty fundamental part of the setting that Awakened characters can do things that no non awakened character can. The Great Ghost Dance was a bunch of naked humans throwing out more power than every human built nuclear weapon in real life would release if detonated, something bound by the rules of physics just can't match that. And that is a bunch of newly awakened, untrained, humans at the low ebb of the awakened mana cycle - what do you expect a dragon that has had upwards of five thousand years to master magic to be able to do?
It's not quite that simple. Canonically it was a mass ritual on a scale that would have no plausible chance of being replicated, with many of the participants (if I remember correctly) dying in the process, making it more akin to mass blood magic. Arguably, this is magic on a scale that dragons would have a hard time harnessing as individuals anyway. To equate that with something that a player character could pull off is like saying that all hacker/deckers are just a few karma away from writing the next Great Crash worm. Without a munchkin GM, it's just not a plausible in-game prospect. To say that magic is beyond the scale of human power - well, so is plate tectonics. Oh noes, teh fizziks is broke! --- said no sane player, ever. Not on those grounds, anyhow.
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
The side effect of that is that you can't really nerf the fundamental power of magic in SR while still having rules that respect the world and its fluff. A player character Mage needs to be theoretically capable under the rules of doing things like leveling cities. It doesn't matter that the player will never achieve that capability but it still kinda needs to be there. This means that you need to solve the disparity between awakened/non awakened character advancement on the non-awakened side. Which is not to say that a lot of things with magic shouldn't be tweaked or changed.
No, this does not follow. "Magic can reach COSMIC POWER!!!" does not mean that Max the Magician has any reasonable in-game hope of getting city-leveling power. In fact, it's more plausible that a team of top-flight samurai would be able to collect the goods to build a nuclear device, or outright abscond with one. Advantage: non-awakened power. Please go back and revisit your argument, and refine it to a better point.
(Snipping the bit about the Matrix, because we're in total agreement there.)
(Snipping the bit about magic being able to accelerate metals. It's mostly irrelevant, except as an illustration of the idea that many problems can be solved in multiple, parallel ways. Well, yeah. We know.)
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
Awakened characters have personal, inherent, POWER that exceeds what anyone non awakened can do, and in a lot of ways this really can't be neatly resolved. The non-awakened are tool users, their POWER is based on what tools they have. Both Awakened and non-awakened are limited by only being able to become so skilled at using what power they have available, but where they differ is that the non awakened can personally increase their power (without being reliant on any infrastructure) once they become as skilled as possible.
Rules wise we can't let a non awakened spend karma to keep pushing up their firearms skill without limit, or their physical strength, simply because you reach a point where you are as skilled (or strong) as the laws of physics allow you to do. But we have to resolve the disparate advancement situations.
It all depends on your frame of analysis. Another way of putting it is that your samutankurai is as awesomesauce as the best drek he can steal, as of game session 1, whereas your magician simply has no fast route to power. Also, the samutankurai can be cybernetically tooled up to incorporate damn near any tool use facility you can imagine, while the magician is stuck with what his body + initiation can handle (and initiations have strongly diminishing rates of return, and vast costs). Beyond that, magicians need infrastructure including lodges, circles (with all the politics that entails), orichalcum and all the other goodies. The mere fact that Max the Magician has a library in his head doesn't mean that much once he's dancing with the devil every time he tries to cast a spell that stretches his abilities.
Granted, a revisitation of alchemy to allow for stored magical powers that are accessible to non-magicians in the same way that a samutankurai can run a program that he could never have written, may redress some imbalances, but you could argue that your samutankurai becomes even more powerful as of Session 1, with no real incremental benefit to the magician. Is that really the intended result? I doubt it, somehow.
... and of course, this all assumes that we give a good goddamn about game balance. I don't. Not sure how much other people do.
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
Now solutions:
Snip bit about reshaping technomancers to mages. First off, that violates the idea that magic and technology are separated by some fairly bright lines, which is one of the most important limitations on magic in the first place. This isn't going to improve your game balance situation at all. I have a better solution: no technomancers. None. Not now. Not ever. Never. Done! (See, that was easy!)
Snip bit about Envoy. Solves nothing I can see, introduces new complications for their own sake, and again complicates the whole game balance discussion that you apparently care about by introducing artificial barriers. If one magician can notionally do all the magic, why couldn't one technician notionally do all the technology? Again, I'm fresh out of caring on that front, but your proposed solution exacerbates your proposed gripes.
Snip bits about Matrix infrastructure. Don't really change much other than some fairly sane observations about different solutions to different problems that could just be written up in fluff.
Snip bits about hacking processes - not at all clear how that fixes much of anything.
Snip bits about nanoware and parallel meat and matrix operations - Still don't see how this fixes anything in in-game terms, because best case it still means that instead of everybody heading off for a pizza while the matrix run happens, you have everybody stopping to smell the flowers for five minutes out of every twenty while matrix issues get resolved.
Snip the bit about more powerful cyberjunk - what's wrong with just having a cyberzombie ruleset and allowing samutankurais to be cybernetic t-birds, should they want to? At any rate, your wishlist (Envoy aside) is mostly an Arsenal update away.
Snip bits about rearranging adepts. Doesn't seem to be earth-shaking.
Snip bits about rearranging the math on sorcery. Seems to be more Karma-sinky than ever for no real gain except more mental arithmetic.
Snip bits about transitory spirits. Largely seems to amount to super-watchers.
Snip bits about field use spirits. The waffle about a True Name seems to mostly amount to a cost of getting the spirit's Yu-Gi-Oh card. Other than that it's just a spirit. Moving on...
Snip bits about creating permanents spirits in exchange for permanent magic loss. What the hell is the point of this? Super-watchers in exchange for magic. Great, I can get six of them ... then I'm not a magician any more. Welp, that was fun ...
Snip bits about binding extant spirits for limited durations, in exchange for permanent magic loss. Great, I can bind six of them .... then in a year, I'm not a magician any more, nor do I have any spirits because I can't keep the binding rolls up any more. Welp, that was fun ...
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
The benefit of these Spirit rules is that you are a lot less likely to run into metric shit tons of spirits and you (as the GM) have a fair bit more control over the specifics. If the player wants to summon a specific spirit, well then maybe Ghostwalker already has it called up, and if he wants to create his own then he faces limitations on force.
In the long-term this doesn't make Spirit conjuration really any weaker but it makes any spirit army shenanigans generally something that would take a whole campaign worth of time and effort to accomplish.
The downside to your proposals is that they introduce complications without clear benefits, solve problems that we don't really seem to have, and introduce problems we don't need. They'd be a strong argument for just making magicians NPCs in a mutant game of Cyberpunk.
QUOTE (Emperor Tippy @ Apr 26 2017, 09:21 AM)
---
So what is the end result of all of these changes? Riggers, Deckers, and Street Sams no longer run into the karma ceiling and can keep up with the Awakened for at least a while longer while preserving everyone's niche and feel. It's a lot harder for a Rigger or Decker to pick up the others roll as an after thought. No more Adept AR hacking being better than hotsim VR hacking and no more runaway Agent Smith. A Matrix who's fundamental architecture and existence doesn't make you tear your hair out at it's insanity. Rules are streamlined so that things generally have fewer specific exceptions and caveats. Some of the setting fluff is cleaned up. The feel of the game is preserved.
I don't see niche as being any more valuable than game balance. It's a misleading way of interpreting the idea that every character should have some value to the team. And several of your proposals complicate rules, rather than streamline them (and you didn't really offer a new set of metaphysics to render magic any more coherent).
Snipping bits about pricing scales ... yeah, the economics is screwed up, and they should actually hire an economist and a sociologist to actually piece together how such a world could or would work. We're in agreement on that front, as far as I can tell.
Snip bit about the PDF offering and business interface. You're not wrong, but I'm not sure that's a problem that needs a near-term solution.
Snip bit about electronic gaming aids. They do exist, arguably they could be improved, I'm all good with that, but it shouldn't happen at the expense of being easily able to run this with paper and pencil.
In summary, I broadly agree with some of your diagnoses, but I don't think that your proposals are all very well-directed at the problems you identified.