QUOTE (bannockburn @ Jan 15 2021, 02:47 AM)

SR1 had more elegant rules than 6.
Apologies for the double post, but what you said got me thinking. I don't think this is some facetious "even the junk we put together when RPGs were new was better!", I think you can look at 1e and 6e from a design perspective and prove that what you said's right.
There's a lot of things you can look at from a design perspective to do a heuristic evaluation of a work or product. Discoverability, Simplicity, Affordances, Mapping, Perceptibility, Consistency, Flexibility, Equity, Ease, Comfort, Structure, Constraints, Tolerance, Feedback, Documentation, etc. For the sake of our own simplicity, I'll look at the seven that Don Norman uses in his book
"The Design of Everyday Things." If you don't like it, you can look at how
some other folks break it down.DiscoverabilityDiscoverability means that tasks should be "visible" to the user so that they can discover them in-use, rather than hunt them down in documentation or be taught how to use them. Now, almost every TTRPG out there violates this principle- that's why they're design "principles" and not design "rules." However, we can look at this in terms of how the documentation/rulebook is laid out.
There are a few quick 'n dirty metrics you can use for TTRPGs, though of course there are always exceptions:
1) how long does it take the book to tell you what the core mechanic is
1e- p.20
6e- p.35
2) level of detail/accuracy on the table of contents and index
1e- Contents includes all headers, no index
6e- Contents includes all headers, has index
3) how long does it take the book to tell you what an RPG is and how to play it (A lack of this can be forgiven in niche or indie RPGs, but they then must accept a smaller userbase)
1e- I don't think it does. It mentions roleplaying, but doesn't explain it.
6e- p.34
4) what is the size of the rulebook (Yes, I understand this is a crunchy system. However, that affects the user experience. On the other hand, I would not use this as a metric to compare FATE Accelerated to GURPS.)
1e- 208 pages, about 800-900 words/page. WordCounter.net says 126,345 words when I paste my PDF into it, likely an overestimate.
6e- 303 pages, about 800-900 words/page. WordCounter.net says 206,097 words when I paste my PDF into it, likely an overestimate.
It's hard to boil any product down to quantitative heuristics, but it's the closest thing to objectivity we can have. There are always other subjective things (IE, a book can tell you what the core mechanic is on page 1 but the description is confusing and requires a in-person tutorial).
AffordancesAn affordance is something where the design itself shows how it should be used. Although Norman separates these from signifiers (Like an emergency exit sign), these work in practically the same way. A 'push-bar' door signifies that you should push it. A poorly-designed door would have a pull-handle, but only open when pushed. Users will almost certainly
run into issues here, even if someone puts a 'push' signifier on it.
This is harder to boil down than 'discoverability.' One of the things that needed to be errata'ed in 6e was what the starting value of essence was. Now, if you're a long-term player, you may not have even thought about this. But I did see one new player note that they had assumed it was 5. This is because 6e has a lot of equations in magic and healing where the threshold is 5 - Essence. A negative threshold wouldn't make sense, and without any other indicators to show that essence should be larger than 5, 5 is the logical option. This may seem arbitrary- does it really affect a user's experience if they have one less point of essence? Well, it does if they're a samurai. Let's say you want your samurai to attack as often as possible. You get Wired Reflexes 4. Now, you only have .99 essence to play around with. Compare to someone with 6 essence, who still has 1.99 essence to play around with. Now, they can get a limb replacement, whereas essence 5 guy might be stuck with just the forearm or hand, limiting their capacity. Now, I don't know if you should dump all of your essence into Wired Reflexes right out the gate, but you can come up with any number of scenarios where an extra point of essence can impact the attack power of your samurai, and thus how effective that samurai is against opponents.
It's true that this was errata'd. However, this is one of the things where it's easy to fall into expert bias, so the best evidence one way or the other on 1e vs 6e is anecdotal. This isn't a thing where you can say "it worked for me, therefore there is no problem." I don't have enough information on a new player's approach to 1e, so I would have to ask you for that feedback.
MappingMapping basically means that the interface clearly shows the relationship between cause and effect. Most of this is going to be looking at how clear a rule is on the consequence of a roll.
I honestly haven't run into many issues with reading either 1e or 6e rules, but there are a plethora of 6e rules that are confusing or contradictory. IE, multi-attack: there was a long conversation on the official forums about the relation between multi-attack, number of weapons held, and firing modes. IE, I see that there's nothing that prevents a player from using a single weapon to attack twice, therefore the player can do it. Another user sees that there's nothing that allows a user to use a single weapon to attack twice, therefore the player cannot do it. Regardless of who is "right" or what the author intent is, the fact of the matter is that it's an unclear rule defined twice in slightly different ways.
PerceptibilityThis isn't to be confused with discoverability. Perceptibility is how the user can see what the system looks like right now, whereas discoverability is how the user sees what they can do.
To be honest, TTRPGs pass the buck on this over to the GM. Hex grids, theater-of-the-mind, minis, roll20, etc. are all in the purview of 'the table' rather than the game. The one thing you can critique would be design of the character sheets (Though, even those you could go through all 7 principles to evaluate). I'm not sure which one I like better. The 6e one has more distracting info on it than the 1e one, but uses colors and symbols to help guide the reader. The 6e's form-fillable character sheet is broken, but 1e's was created before form-fillable PDFs were a thing. This might be subjective- I prefer 1e's because it doesn't have a lot of patterns and stylizations all over it, but I could understand people preferring 6e's because it's less monotone.
ConsistencyThis is about consistency both within and without the rules. It's easy to pick 6e as the loser for this one because of the number of conflicting or vague rules, and because the writing style varies so much, but 1e also has a steep hill to climb. One of the benefits of Shadowrun is that it's not D&D. However, if we are to judge Shadowrun 1e in "it's time," it doesn't have years of player knowledge to understand everything that's going on. It does a good job of explaining the lore, but it doesn't really explain what a TTRPG is. I noted earlier in Discoverability that I give indie/niche games a "pass" on explaining what a TTRPG is (Nobody who's looking on itch.io for a $5 indie RPG is choosing that as their first TTRPG), and perhaps Shadowrun 1e gets this pass as well because it wasn't a "large" RPG when being published. But at the end of the day, it still affects the user experience.
The dice system for Shadowrun is rather unique. If there was some other niche game in the 1980s using this system, then I'm wrong. However, again we stress these are design "principles" and not design "rules." You don't always have to design things to be like everything else, but when you challenge the status quo, you need to understand it affects the user experience. So, if 1e lacks consistency with other TTRPGs of its day, then it must make up for it in its descriptions of how its unusual rules work.
ConstraintsConstraints prevent the user from even attempting things that won't work or will cause the system to fail. I would wholeheartedly say TTRPGs pass the buck on this one to the GM... It's practically in their job description. (But yeah, you could totally arm-wrestle lofwyr)
FeedbackThis is how the system tells the user whether they are succeeding or failing. Again, TTRPGs pass this on to the GM and player. The most you could say is that both 1e and 6e explain what condition monitors do, and why you don't want them to fill up.
I hope this wasn't too lengthy! I also hope I'm not reviving the dead horse of '6e bad.' Although it's true that nostalgia can tint your vision, I don't think you're off the mark with that comment.