Shadowrun Anarchy

Did anyone go to GenCon and pick up a copy of shadowrun anarchy? If so, what are your thoughts? Has anyone scanned it and put it up anywhere for people to read?

Other urls found in this thread:

shadowruntabletop.com/2016/07/shadowrun-anarchy-why-we-took-a-cue/)
twitter.com/NSFWRedditGif

So from what I've heard:

-Armor is treated as a separate health state before Physical/Stun
-No Initiative, players take turns discussing narrative (with Wired Reflexes giving you extra attacks & Plot points)
-Plot Points that can be used to alter narrative with changing turn order, call guards, make a piece of gear or a spirit glitch out, counterattack without spending your turn, healing, and more.
-Most rolls are single competitive d6 dice pool rolls

its essentially Shadowrun for people that don't enjoy the clunkyness of the Shadowrun systems and just wanna play games out in the 6th world.

>its essentially Shadowrun for people that don't enjoy the clunkyness of the Shadowrun systems

SCUM

HERESY

They are entitled to their opinion and I hope that this sells so that the company can make money but goddamn this makes me feel dirty

I don't understand this reaction from a majority of the fans.

They stated that's what Anarchy was going to be.

Just go play 5th edition. This is for the rest of us that are enamored with the lore.

Personally, I dislike the clunkiness of the main Shadowrun system, but Anarchy went too far.

Has anyone found a PDF of this?

Honestly I just feel this way purely because it feels so separate from Shadowrun.

Like I said, they can do what they want and giving it a new name so it's more spin-off is a pretty happy middle. It just feels icky to me.

I'm really unsure of what to make of the GMless system. I've never played one before, just a round robin game back in high school. How does that work?

It's GMless?

Huh, I guess thats the why they would name it that.

Basically 5th ed is a burning dumpster fire and instead of getting it's shit together and fixing that mess Catalyst is just ignoring it and trying to find new customers to replace all the ones who are currently royally pissed at their bleeding incompetence.

Sometimes you just need to throw out the bath water, no dice pool 6th edition when?

I have heard zero news so far giving any indication of anarchy being GMless, so you might want to take anons post with a bit of salt without a source.

>no dice pool

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

>dicepools still

Meh. I was hoping they'd go full PbtA.

I saw it was largely based on the Cue system (shadowruntabletop.com/2016/07/shadowrun-anarchy-why-we-took-a-cue/) but in interviews it sounds like they have it set up for single GM, so false alarm.

k, I guess having an alternative is a good thing?

I've just never had a problem with SR, it's a complex system but give it a sessions or two and everyone will be fully on board with everything they'll need to use.

I've always admired SR for having intricate crunch that simulated a lot of things in a decent way, but still never holding up the game (hacking in 2-3ed could be said to be an exception, but that was mostly due to being a single-player game).

>This is for the rest of us that are enamored with the lore.
How can you like Shadowrun's lore? It's a giant, laughable tire fire of a setting that's only fun because of the arcane rules and massive potential for min-maxing.

How can you like Shadowrun's gameplay? It's a giant, laughable tire fire of a ruleset that's only fun because of the ridiculous setting and massive potential for balls to wall action.

You tell it!

I loved Shadowrun up through 3e. We still use that system for a home brew (modern setting, light hacking, no magic). I never made the transition to 4e nor 5e. I wasn't against them. I was just off to other things for a whIle and trying to get back to the setting with the new rules was daunting.

In the meantime, my tastes and available time has changed. As it implies above, I am an oldfag of 50 now. I prefer narrative games because they take far less time to prepare and get going.

Our Shadowrun game always ran like a serial soap opera of sorts, anyway. People sank into the drama of living in such a quickly changing world, the politics (from street level to actual governmental), periodic backstabbing... and one adoption (a kid who later turned out to be one of the first otaku). So Anarchy will be perfect for us... even if I have a player in my group who is an insufferable munchkin and already whining about the lack of minmaxing he can do in narrative games.

I tell him to run something. His last campaign went through a great character building get-together followed by a single roll in pkay.. then we never played again. He's got more time than anyone but prefers to use it for vidya. So fuck him.

>5th ed is a burning dumpster fire and instead of getting it's shit together and fixing that mess Catalyst is just ignoring it

Well, they've got a team devoted to fixing it with Errata headed by Goodman, and they're not doing any rule splats for a year (beyond finishing the line with the technos) to put things right. So you're wrong there.

Also wrong if you're implying that 5e isn't better than the trainwreck 4e turned out to be. At least they're not actively embezzling and not even trying to hide it at the moment.

I and the group I play with still use 4e mostly because we heard bad things about 5e and never bothered to check it out since we enjoy 4th so much. We're just as bad as the 3.5fag desu.

What were the main changes in 5e?

As someone who has played both, I'd say that 5e managed to fix some things while fucking up as many.

Like, they're roughly equal in quality, it's just distributed differently.

Personally, the biggest mechanical change (other than taking deckers out of their fortified bunker and bringing them back into the game) is limits. I really like not watching the guy with a knife murder absolutely everything with 6 pounds of dice.

5e definitely has problems, but I would put it at equal footing with 4. If they actually had an editor worth a damn who could make everything clear and match up, it would easily be better.

I'd probably never make the move since I prefer the 4e fluff, but it's nice to see people who aren't rabid fanboys of either side for once.

Fair enough. I ditch/downplay monads, but I like some of the other stuff (megacorporate revision, the fallout of the Dragon Civil War, the new Matrix in theory and fluff, the actual rules make my teeth hurt and the CC)

Reasonable enough, no real reason to switch if you're invested in 4e.

>it's a complex system but give it a sessions or two and everyone will be fully on board

Good god, no. I've been a Shadowrun fan since 2nd Edition, and the game has *always* been a clunky, over-complicated mess that gets in the way of having fun. Having a lighter alternative is only a good thing. I understand that there are fans who love GEAR PORN and huge amounts of skill points and incredibly fiddly character creation, but that style of play just isn't for me or my group. We love the Sixth World, but we can't stand the system. I haven't gotten to take a look at Anarchy yet, but I'm excited that it exists, at least.

What you don't like having to waste time checking a random score to see if you're about to get blasted by the invincible internet police while doing your job?

I don't actually mind the Overwatch score as such (it's not exactly random, and there's ways to clear it). But all the Matrix rules are such a mess. They are trying to make the system holistic, they should do it right. Give me some decent opposed tests.

I'll be honest, this sounds really nice for me. Shadowrun as a setting is interesting to me, and I'd love to try playing a game in it, but my group all find the 5E rulebook to be a complete mess of bad formatting decisions (let's just throw the Rigger's gear into the Rigger chapter, but put the Decker gear in the Gear chapter, stuff like that) and very poorly explained mechanics (how priorities and the leftovers from that translated into karma).

So a rulebook that emphasizes making the game smoother and focusing on the roleplay is a-ok with me. I'll have to keep a sharp eye out for scans or any digital release.

My main problem with it is that it is a gm punish stick for an archetype that already has enough to worry about in terms of matrix rules in addition to the core mechanics.

Like besides the legitimate complaint that deckers need to get out and actually run with the team, no one was saying "We need to add more matrix rules that specifically hurt the decker"

It's not some arbitrary thing, though. The decker goes in eyes open, with the knowledge that some actions garner Overwatch and every 15 minutes it's going to tick up a bit more.

Mechanically it adds a bit more complexity, but I don't think it was intended to hurt the decker. Overwatch, wireless everything, and no vandeckers all seem to be geared towards moving away from legwork days of deckertime to getting the decker constantly involved in what the party is doing at that moment, aiming to make things faster and more fly-by-the-seat-of-your-pants.

Well, that didn't go well.

Surprising absolutely no one.

Well here's hoping we can get our eyes on that prototype some time relatively soon and we can find out how the rules for Deckers work this time.

Speaking of rules lite shadowrun, has anyone played Dharma 6? The rules seem cool but I don't know how I feel about absolutely zero development

>-Plot Points that can be used to alter narrative
>-No Initiative, players take turns discussing narrative

I have to say, this sounds horrible.

Is this one of those "the game where YOU get to decide how the world works, not the GM!!!!!" rules-lite narrative systems where players can create shit by fiat and the GM is basically just a record keeper? Because it sounds like one.

I hate to say it man but d6 pools MAKES shadowrun.

Its iconic and I love all my colorful little d6's.

Rumor off the forums is they're debating on whether or not to put the prototype as a $5 pdf on DriveThru, but they might skip on it because of how soon they're going to release the game.

No sources on this, but I heard it from a friend who's been on RPG.net all month scrounging whatever info he can on it.

>its essentially Shadowrun for people that don't enjoy the clunkyness of the Shadowrun systems and just wanna play games out in the 6th world.

Well I DO hate how crunchy Shadowrun is..

... but I ALSO hate all the magical crap and dragons.

Is there no near-future RPG out there that isn't shit?

Interface Zero 2.0

Runs of Savage Worlds and plays a lot like CP2020

Sprawl is also there and it runs off the apocalypse world engine.

>and I hope that this sells so that the company can make money
How very un-punk.

What these two said.

Except for arcane rules being fun. And as a DM, I have to limit min-maxing. And I cut out the more ridiculous parts. And I prefer the thought-out action instead of "fuck it, kill everyone".

The plot point and initiative things sound kind of off putting to me, but I'll probably still check it out since I do like the idea of a more simple shadowrun

Neat. Because to be honest, I like the setting, especially because if you're creative with how you can look at it, you can have all sorts of game concepts, but the rules are just so dense for a lazy piece of shit like myself.

Have you tried not having shit taste?

...

But the lore is the worst part of Shadowrun

>Interface Zero
>Good
I think not

There is always the Cyberpunk hack of Lasers & Feelings.

Its one of the weaker hacks I've seen of L&F though.

Fight me IRL

>trips
Fuck never mind.

You mean 2.0 right?

What are you talking about? You're saying you didn't like Yet Another Body Snatchers Story?

I mean the setting of Interface Zero is real terrible