/srg/ - Shadowrun General

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>Shoot straight
>Conserve ammo
>Do not buy CGL books
>And never, ever cut a deal with a dragon

Getting stuff Edition
Where does your runner acquire what he needs, whether that's reagents, formula, grenades, ware or programs?

Has anyone tried Shadowrun Anarchy yet? Is it a good alternative to 5e if I want to introduce new players to Shadowrun, but know they can't absorb an entire 5e rulebook right from the start?

>Is it a good alternative to 5e if I want to introduce new players to Shadowrun, but know they can't absorb an entire 5e rulebook right from the start?
not really. Some important stuff is missing that you'd have to take from 5e anyway
Let's say it this way
If 5e is a debt of 10000$, Anarchy is a debt of 9990$.

Picture 5e as a really shitty car.
Anarchy is that same shitty car, only someone hacked at it for a few minutes with a fireaxe, probably took a tire and the bumper off.
There's less there now, but it's still shit and hacking at it probably made it worse in the long run.

I believe you already asked this and will get much the same answers since SRG seems to fairly unanimously think Anarchy is bad.
So no, I do not think it's a good alternative.

What's the best edition to just pick up and play?

go to the OP pastebin
read the document titled "GM advice"

Probably 5, assuming that no one in your group has experience with SR.

How do the Native American Nations manage to stay afloat? They're straight up in a state of psuedo-apartheid and were formed out of a Versailles-tier peace treaty that left the Europeans pissed. You think there'd be coups, civil wars, and even a CSA/UCAS invasion here and there. South Africa even had troubles keeping up apartheid and they were THE economic powerhouse of Africa in the cold war.

If you expected realistic geopolitics from SR I have some bad news.