Sixth World v4

So FanPro is going to release Shadowrun 4th Ed. in August. Since I never got around to getting much for 3rd Ed., this isn’t as painful to my wallet as it might be; and I’m not the type to go all “end-of-the-world” just because a game company changes a game I like.

Some notes from their blurb:
* The core mechanics are completely revised to be simpler and more streamlined for quicker, easier and more consistent play.
* Matrix 2.0! An all-new level of wireless “augmented reality” overlays the real world, unleashing hackers to be mobile digital wizards.
* The year is 2070 ­ five years since the System Failure took down the old Matrix, nine years since the passing of the comet unleashed wild and unexplained magic in the world. The Sixth World has changed. Some of the players are familiar, but there are new faces – and new forces – at work in the shadows.
* Complete rules and world information in one volume ­ playable the day you buy the book!

Simpler core mechanics? Uh-oh. After the oopses in 1st Ed., Shadowrun’s core mechanic became pretty dang easy. Simple enough to run fast, just complex enough to easily simulate various challenges and results. This seems a lot like fixing something that wasn’t broken.

IMHO, major Matrix changes have been desperately needed since 1st Ed. Deckers have never functioned well as part of their character groups, and the system bore little resemblance to any sane method for using computers. The Matrix has also suffered from the SF problem of reality quickly surpassing technologies proposed for six decades from now. A re-work is a great idea.

The Matrix goes down? I would think that in the mid-21st century, that would be just short of apocalyptic for world civilization. I mean, imagine today’s turmoil if every means of electronic communication failed for a few days… OTOH, major changes to a game world can be good for it sometimes, allowing new players to jump in and long-term players to get interested again.

One-book gaming: this is part of what sold me the original Shadowrun, back in the day. It helped sell me Paranoia XP, as well. I hate that if I want to buy any d20 game, I have to own a few 3.5th Ed. D&D books first. Good for FanPro!

I’ll buy it, I know I will. But as always, when I GM, I reserve the right to throw out the bits I don’t like.

(Of course, these opinions are my own and not those of my employer. But you probably could guess that.)

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One Comment

  • nviiibrown says:

    Now there’s a bunch of d20 games that contain a full set of the rules in their own books. Examples include BESM d20 (since it chucks most of the d20 rules out the window) and Sidewinder. Naturally any other WotC d20 game is standalone without a reliance on D&D. There are a lot that do require the D&D books thoughs, so I know what you mean.

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