Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).
Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).
Games need separate genres for their rules as written, for their fictional content, and for the experiences that arise from the confluence of those things with player action.
Rules genres: GURPS and Cortex share a rules genre with the D20 SRD, in that they offer a toolkit approach to providing game rules for “almost anything”. On a different axis of rules genre, GURPS and D20 share a genre because of their simulationist approach to resolving conflicts in a granular way, where Cortex is excluded from that genre.
Content Genres: the fictional and tonal content of a game deserves genre categorization. This includes whether a game is expected to be an action game, a dramatic game, or a comedy, but also the setting and time period, the level of technology, and other trappings of more traditional genres. Games can share content genres without sharing rules genres (e.g., Hackmaster and Dungeon World share several aspects of content genres without sharing much in rules genres).
Experiential Genre: a category defined by how players experience the interplay between the rules, the content, and their own contributions, the more tightly this genre is defined the less universal and helpful a descriptor it will be (since a separate game table with different people may implement rules differently, focus on different content, and make unique contributions, and thusly have a different Experience of a game with the same rules and content).
One table’s experience of Shadowrun as a cyberPUNK game focused on sticking it to the man and helping disadvantaged communities draws from the same fiction and rules as another table’s experience of Shadowrun as a neon future heist simulator.
Notes on broad category: Doing games vs Being games (those that care about what you do vs those that care about what you are). Most tabletop RPG games are Doing games – the rules respond to actions, and they lead to more actions and changes in action. Many indie LARPs are Being games – the rules instruct the players on how to be and what to consider, and players respond naturally to their new way of being – but the rules are less concerned with Doing. The Climb or Still Life are Being larps, while a V:tM larp or a boffer larp are Doing larps. Turn is a Being game, while every other group tabletop RPG I can think of is a Doing game.
Beau
When I worked on Turn, I was often asked about its genre. I found this difficult and categorized it as I could but realized over time that games have different ways of being in genres than other media, and realized I needed to address this before we talk more about Wolfenstein: The New Order which defies its own genre conventions…sort of.
I talked to John about this and it prompted his summary, and my summary was as following with a more detailed breakdown of examples of games. It’s mostly something to think about, not argue about, so I felt okay writing it down. Even John and I feel differently about some things, so remember, all is a little subjective.
Ways of Playing
Doing – about taking action, what you do. Most games!
Being – about responding to action, who you are (& how you feel). Turn, many larps, many lonely games.
Genre Categories
Experiential genre – how the game is experienced, narrative driven, character driven, etc.
Game/mechanics genre – the mechanical design and intent, generic, specific, fps, action, etc.
Content genre – type of content, presentation of content, supernatural, noir
Tonal genre – how the game feels, intense, slice of life, dramatic, cozy, etc.
We used these to break down the following genre tags for a few different games. The initial bullet points are our brainstormed ideas of what suits a game, but are not all-inclusive, and the breakdowns follow. Each one of these categories has the potential to break down even further, especially content and mechanics, which could break down into in-game tone and meta tone or various mechanical systems for live action, video, or tabletop games.
Examples
GURPS – doing, generic, tabletop rpg
Mechanical: tabletop RPG
Content: generic
The Climb – being, scenario driven dramatic realistic live action rpg
Experiential: scenario driven
Mechanical: live action RPG
Content: dramatic
Tonal: realistic
Still Life – being, character driven slice of life live action rpg
Experiential: character driven
Mechanical: live action RPG
Tonal: slice of life
Vampire Larp – doing, fantasy, urban supernatural dramatic character driven, player driven live action rpg
Experiential: character driven, player driven
Mechanical: live action RPG
Content: fantasy, urban supernatural
Boffer Larp – doing, scenario driven, dungeon fantasy live action rpg
Experiential: scenario driven
Mechanical: live action RPG
Content: dungeon fantasy
The Story of My Face – being, horror adventure and scenario driven, player driven lonely live action rpg, selfie game
Experiential: scenario driven, player driven
Mechanical: lonely game, selfie game, live action RPG
Shadowrun 5e – doing, cyberpunk alternative futuristic narrative driven scenario driven tabletop rpg
Experiential: narrative driven, scenario driven
Mechanical: tabletop RPG
Content: CYBERpunk, alternative futuristic
Shadowrun: Anarchy – doing, cyberpunk alternative futuristic character driven scenario driven tabletop rpg
Experiential: character driven, scenario driven
Mechanical: tabletop RPG
Content: cyberPUNK, alternative futuristic
Turn – being, slice of life character driven supernatural rural shapeshifters tabletop rpg
Experiential: character driven
Mechanical: roleplaying game
Content: supernatural, rural, shapeshifters
Tonal: slice of life
Wolfenstein The New Order – doing, fps drama/dramatic historical/period alternate universe punk, character driven video game
Experiential: character driven
Mechanical: first person shooter (FPS), video game
Content: drama, historical/period, alternate universe, punk
Tonal: dramatic
Genre Principles
These breakdowns might take a little while to fully make sense of, but here are the core principles.
Games have different genres than other media.
The experience of games influences the genre of a game.
Sometimes genre tags fit in multiple categories.
Different people will assign different meanings to different genre tags and categories.
Doing and being can be isolated or they can be combined, a number of games have a little bit of both, and their dominant way of playing can change how they are experienced, influencing genre.
Genre is a tool, but is not necessarily something everyone must use or understand. It is something, however, people can bend or break, adhere to or queer, without using or understanding it actively.
This is just the start of a longer conversation about how we use genre to apply a moral value to various games, or to belittle the quality without questioning of games. Wolfenstein is simply an FPS, but is one of the deepest games I’ve ever played. The only difference between Shadowrun 5e and Shadowrun Anarchy is the experience and where the emphasis is on cyberpunk but it makes two very different games. Turn is a combination of genre tags that don’t really have a place when they’re all combined, but it results in a unique play experience as a being game.
What is your game’s genre breakdown using this metric? Does it play like you’re doing or being? How do you feel about ignoring genre or exploring it more deeply? Respectfully discuss in the comments and elsewhere. I look forward to hearing your discussions!
Tell me a little about vs. KICKSTARTER. What excites you about it?
vs.
KICKSTARTER began as three small roleplaying games based on Phil Reed’s vs.
Monsters. More accurately, they are inspired by his vs. Outlaws, a
pared-down Wild West-themed version of his original game. That game was
produced on both sides of a multi-panel screen that folds down to a 5-1/2″
square.
A
bit over a decade ago, Phil opened the vsM Engine up for others to use. At that
time, I had worked a bit on three games based on vsM, but I wound up focusing
on completing a BFA and plans for development were pushed back. A few months
ago, there was a discussion on twitter about one of the settings I had
developed as a vsM-powered game. I looked back at the old files and while that
particular game needed a lot of work, I saw that vs. MARS was nearly done. So
much so, that a bit of trimming and it would fit on that folded screen
template. From there, the other two initial games featured in the campaign
followed.
vs.
MARS is a game about an alien invasion in a small town. I’ve always been a fan
of survival fiction — things like zombie movies where the focus and threat is about
the other survivors but there is some external threat pressuring the survivors.
vs. MARS really slots into that role. The unlocked expansion opens the game up
to leading a resistance on occupied Earth.
vs.
MIRRORSHADES is a fast-playing cyberpunk game. I love the cyberpunk genre and
my hope is this game falls a bit more into the social change/punk part of
cyberpunk rather than the chrome fetishization side. An unlocked two-panel
expansion to this adds fantasy races and magic to the MegaCity — it’s the
most-requested addition to any cyberpunk game.
vs.
PIRATES is a game in the golden age of piracy from our childhood memories. The
already-unlocked expansion came first: I’ve always wanted to play a game that
was a mashup of Buffy, the Vampire Slayer and The Pirates of the
Caribbean. Without the expansion, you’re playing more of a Treasure
Island or Black Sails game. With the expansion, you’ve got undead
pirates, the kraken, and cursed treasure.
We’ve
recently unlocked vs. EMPIRE, a game that isn’t so much “Star Wars with the serial numbers filed off” as it is “Star Wars with
the serial numbers filled in Play-Doh”.
Initially, I thought the campaign would need $400 to fund and would probably top out at $600 or about 40 or 45 backers. I am excited about the response to the campaign so far! As I write this, the campaign is 500% funded and we are nearing 100 backers — that’s twice the number of backers and nearly twice the amount pledged past a point in my initial spreadsheet where I wrote “we’re probably dreaming at this point”. That these small games are inspiring people I don’t even know to come on board and help make them a reality is just something that surprised me — it really impressed me.
Great!
What about this particular mechanical system appealed to you to use in such a
variety of settings, and what have you changed to suit them?
When
I started designing my initial vs. game, I was interested in survival fiction.
Rather than being the proactive monster hunters of vs. Monsters where
your characters decide to hunt down monsters, having a setting where you are
forced to take on that role appealed to me. You’re a regular person and then
something happens: how do you react to that?
I
had two different main games I was developing which had the same underlying
elements: normality is interrupted by an invasion; you are simultaneously being
hunted and take on the role of the hunters. One game was somewhat campy, the
other somewhat serious. They combined and the theme of vs. MARS wound up
engulfing the other.
Since
my initial designs, my preferred game style has changed from one where we’re
just players reacting to the twists and turns of the GM’s story to more of a
style where there is player collaboration in they way the story is shaped. In
vs. MARS, there are rules for scene framing where a player answers two
questions: “What is this scene about?” and “Where does it take
place?” Adding an element like this helps to emulate the type of fiction
vs. MARS emulates — in a setting like an alien invasion, one major element is
isolation or separation. By adding scene framing, our protagonists don’t have
to be in a small clump of adventuring heroes all the time.
When
there is damage involved, conflict resolution now incorporates the suits of
cards drawn to speed up determining damage taken. The cyberpunk game, vs.
MIRRORSHADES, has a Metal stat that is used whenever cyberware augmentations
are used. To reflect the setting’s concept that cyberware is an improvement,
using Metal makes the highest card revealed a suit that trumps all others. It
effectively guarantees that you’re going to have some effect on the scene if
you use these augments.
You know I love small towns, so I’m curious, what do you do to make the town small and still feel worth being in for vs. MARS?
During
character creation, one of the things you would choose for your survivor is
their concept: something about what they did before the invasion and what they
want. This desire is something that should tie them into the town. The current
example character is Tabitha Masters, a French major at ETU who wants to get
home to make sure her family is safe.
Stock
locations are listed for a few things found in and around the town that convey
the theme of isolation.
What have you done to make fantasy character types exciting and respectful for cyberpunk, mechanically or setting-wise?
To
get to that, I have to work through the constraints of the project. Whenever I
see a new game come out the first question I always see asked is: “Can I
play Star Wars with it?” (Which is where vs. EMPIRE comes from.)
The second question is: “Can I play Shadowrun with it?” When
developing the cyberpunk vs. game, it seemed that a straight cyberpunk game
with an option to add on the fantasy elements would fit the limited space I had
available.
With
vs. MAGICSHADES, a player chooses their character’s heritage, which adds a
simple one-use bonus to the character. Some implied setting material, such as
the elf nation of Tir nAill claiming all elves as citizens, start to bring in
some classic tropes of pseudo-Shadowrun.
How are your pirates and their world different from and the same as those we most commonly see in media?
The
tagline for vs. PIRATES says the setting is based on the way we remember tales
of pirates from our childhood. I feel it is more cartoonish than serious. Even
though you could play something straight like the Black Sails television
show, I anticipate the default play style would be more like The Pirates of
the Caribbean if one stripped out all the supernatural aspects.
The
way vs. PIRATES works is we establish the approach one will take to a
situation. Our stats in the game are Swashbuckling and Parley. Basically if
you’re fighting, your approach uses Swashbuckling. If you’re not, it’s Parley.
An antagonist also has approaches, but they are based on their role. So a
pirate antagonist would be drawing more cards if they were doing something
piratey and fewer if they were doing something outside their role.
Going
back to that default play style, adding in the vs. DAVY JONES expansion bumps
the game towards that Buffy + Pirates of the Caribbean game, so
we can add some more supernatural elements to the antagonists and their goals.
What more do you have in store both for those already-achieved stretch goals and anything else to come?
I
really don’t want to overextend myself on this, which is the first Kickstarter
campaign I’ve handling myself. While I have been collaborating and working on
over a dozen others, I’ve seen a few easy ways how a successful campaign can be
twisted into become a financial nightmare.
I’ve
spoken to a few other campaign creators when it looked like we were close to
unlocking the vs. EMPIRE stretch goal. Nearly every one told me to not add
anything else that I don’t feel comfortable with. At this point, the project is
funded and will be delivered — with the planning I’ve done for the campaign,
it’s all good. I don’t want to take on additional costs that could disrupt
fulfillment of the project.
So
right now, the last stretch goal was “I’ll add a second topping to a
celebratory pizza when this is all over.”
However, I have plans for further developing some of those earlier vsM games into this format, including one game designed to be a 1-on-1 one-shot. I’ll see how fulfillment goes for this campaign first!
Hi all! Paul Stefko (Patreon) from Nothing Ventured Games is a good friend of mine, a fantastic designer, and a fellow blogger! He also is a bangin’ GM and ran Shadowrun: Anarchy for +John W. Sheldon and me a little while ago. I had a great time! Since I don’t typically run games, and Paul knows a lotabout being a GM and how GM mechanics worked, I asked him to do a brief guest blog. I hope you enjoy it! —
This pic is so wonderfully Paul, I can’t even.
I picked up the Prototype edition of Shadowrun Anarchy on the last day of Gen Con 2016. I was intrigued by the idea of a slimmed down, narrative-focused take on the Shadowrun setting. And the price was certainly right at $5. (In fact, it was the last $5 of my discretionary “ooh, shiny” money.)
I had chosen to pass on Shadowrun 5th Edition because it wasn’t really different enough from the 4th Edition I had already invested a lot in. Anarchy certainly was different, but not so much that it felt like a complete disconnect from Shadowrun’s past. It had familiar features like dice pools, Edge, and karma, and of course all the orcs and trolls and magic of the Sixth World.
But at its core, Shadowrun Anarchy is still an implementation of Catalyst’s Cue system, which is far more narrative than the stalwartly traditional mainline Shadowrun. What would it be like at the table? The Cue system features round-robin narration, a currency of plot points to let players shift outcomes in their favor, and a pared down adventure set-up called Contract Briefs.
I got a chance to put Anarchy through its paces late last year. I met with a couple friends, and over Chinese food, we made their characters and played through a complete adventure — the Street Sweeper brief from the Anarchy rulebook — in about three and a half hours. I certainly couldn’t complain about speed!
The session was fun, and the rules acquitted themselves well enough, but there were a few places where I felt the system rub up against its own rough edges. By default, Anarchy plays out as a series of “narrations” — each player has a chance to describe how the scene progresses until their character performs some action that requires a roll. All the GM does is set the scene’s initial conditions and play NPCs (including rolling for them in opposition to the player’s action, when appropriate).
This style of narration requires the players to be both comfortable with and adept at framing their own scenes and setting themselves up for interesting opposition. My players were fairly comfortable with this paradigm, but I still noted they were not really pushing the scenes very far or very hard. At the time, I chalked this up to being unfamiliar with the mechanics beyond just the narration system, but I think now that I was relying too much on the back-and-forth of a traditional GM role. They were asking questions and looking to me for the answers rather than just declaring what happened next, and I was too quick to jump in with additional scene details.
This is probably going to be the biggest source of friction for most gamers, as the rest of Anarchy is actually a pretty standard set of action resolution rules. Once you get to a point in the scene where the outcome of an interesting action is in doubt, the way you roll the dice and count successes is going to feel familiar to most gamers. But getting to that point is the more interesting and less obvious part, and unfortunately, even the full Anarchy rules don’t give a lot of advice on how to manage your narrations.
Still, I had a lot of fun running, the players had fun playing, and we decided to give it another try. The second session went just as well, but again, I felt like I was running it too “trad” precisely because the rules didn’t provide enough direction to run it any other way. When I get Anarchy back to the table again, I definitely plan to push harder in the direction of player narration, encouraging the players to drive the scenes ahead even farther before with get down to resolving an action.
I think the key to Anarchy is in its name: it wants a little less authority and a little more freedom to push boundaries. I’m looking forward to finding out what that feels like. —
Thanks so much Paul for sharing your thoughts and experiences with Shadowrun: Anarchy as a GM! Check out Paul’s blog and Patreon for games, design talk, and more!
Patreon proceeds for this post will be distributed to Paul for his contribution to the blog. Thanks for your support!
This post was supported by the community on patreon.com/briecs. Tell your friends!
Hey all, this took a little while to put together, but I have an interview with three of the freelancers from Shadowrun: Anarchy! Russell “Rusty” Zimmerman, O.C. Presley (“Opti”), and Patrick Goodman all took some time with me, which is super great. I wanted to learn a little more about the work that they did to put together the game, so I bugged them off and on for a while to get some fun stuff for you all to read! Enjoy!
—
Tell me a little about you and your background, and your work on the project. What has your experience with games and design been thus far, and how did you end up working on Shadowrun: Anarchy? Within the project, what parts of the game did you work on – mechanics, flavor, etc.?
Patrick: I was born and raised in Texas. I’ve been gaming since I was fourteen, so 36 years and change now. Been playing Shadowrun since 1989, been writing for SR since 1999.
I wound up working on SR:Anarchy because, at about the time the very first noises of a rules-lighter version of SR was being talked about in the upper-management discussions at CGL, I was thinking, “I really wish we had a version of SR I could play with my kids.” They’d flipped through some of my SR books and kinda liked some of what they saw, but the rules were too much and the presentation really wasn’t kid-friendly.
So I talked with a few of the other freelancers, and we put together a pitch for a product we called Shadowrun Jr. Stripped Down, bare-basics rules, a kid’s view of the setting. Quick character generation, fast task resolution, and a path to grow into the bigger version of the game if they were interested.
When I sent the project presentation to Jason Hardy, the line developer, he wrote back and said, “You know, Loren Coleman wants to do a rules-light version of Shadowrun, This might be a good companion for that. How’d you like to be involved?” And I said, “I’m in.”
Still want to do Junior one of these days, but Anarchy is a much easier, much more kid-friendly engine, so I’m not in as quite a big a hurry as I was.
[on what he worked on] Flavor, mostly. Jason and Philip Lee did the rules drafts, but I did a lot of kibitzing on the side, along with Rusty and Opti. Rules would show up, we’d all say, “This doesn’t work” or “This rocks on toast” and helped push things so that they felt like Shadowrun within the new rules. I wrote two or three of the Contract Briefs, and ten of the sample characters (Bit-Bucket, Daktari, Fourth, Hawk, Raider, Razzle Dazzle, Strider, Thunder, Vector, and Wheezer). And now I’m working on the errata to fix the boo-boos.
Rusty: I’m Russell Zimmerman, and the short-form of my background is that I’ve been a Shadowrun freelancer since Attitude and Way of the Adept. Lately I’ve been leaning over to the fiction side of the fence, with stuff like Neat and Shaken (and that ongoing novel trilogy), and those recent anthologies.
On Anarchy, most of what we freelancers tackled were the sample characters and the scenarios/plot-hooks, officially, but we were also full of suggestions and comments when it came to stuff like chargen, partially because we also ran some playtests, but also specifically as a result of us, uh, genning all those chars (thirty of the buggers!). So officially we weren’t assigned any rules, but there are lots of little and not-so-little changes that were made because of us, which is always cool.
Personally, I tackled 10 of the pre-genned characters*, and 11 of the included scenarios**. I’m also the guy who handled the intro fic for the book, Synchronicity (which features several of those pre-gens). Oh! Plus I added the Cinematic Initiative option, which is how my buddies and I handle init in narrative games, so I was glad to see it added as an optional system here. I guess that counts as a contribution.
*(Coydog, Gentry, Hardpoint, Ms. Myth, Sledge, Kix, Ninetails, Shades, Tommy Q, and Wagon)
**(Food Fight, Snatch and Grab, Nerps Run, Data/Steel, Puyallup Problems, Urban Brawl, Assassin’s Greed, Cleaning House, Street Sweeper, Triad Take-Out, and Trucking With The Fae)
Opti: My writing name is O.C. Presley, and I live with my wife and 2 kids in Fort Worth, TX. Most of my work history previous has been in education and public speaking. My relevant background is that I started a Shadowrun podcast a few years ago called the Neo-Anarchist Podcast. It is an in-character telling of SR history, and I play the narrator, Opti.
I began writing for Shadowrun earlier this year, and my first published work was the Redmond Barrens chapter of the Seattle Sprawl box set, but I just had a short story published in the Shadowrun: Drawing Destiny Anthology. Anarchy marks the first time I have had any meaningful input on a game’s design, although my input was much more on the balance and fluff side than the core mechanics. Although I do have the honor of being the one to name it “Anarchy.” 🙂
I ended up working on Anarchy largely thanks to Patrick Goodman. He and I had been talking for some time about a kid-friendly version of Shadowrun, and our original pitch was for something along those lines. But as it turns out, Anarchy was already in the works, and Patrick let Jason Hardy, our line developer, know I was interested, and I got added onto the group.
Within Anarchy, along with Rusty and Patrick, I was responsible for about a third of the characters and a little over a third of the Mission Briefs. We all sort of chipped in on the other stuff, too, but only in a voluntary way. I think we all wanted Anarchy to be its best, so ideas were flowing around all the time. To Jason’s credit, a lot of our ideas were given consideration even though they were in areas we were not technically working on.
What kind of challenges did you encounter building a game to work alongside the core 5th edition material? How did you figure out what to change, and what to keep?
Patrick: The big trick, to me, was making sure that the experience felt like Shadowrun even though the system was clearly something completely different. That took some doing, especially since that’s so subjective. One person’s “feels like Shadowrun” can be very different from another person’s.
There’s a lot of guesswork and trial-and-error involved, especially in the beginning stages. Once you get the foundation working the way you think is right, the rest is just honing things to make sure they’re all in line with one another. You hit on something, and you try it out, and you get some other people to try it out, and see what happens.
Rusty: We wanted to walk the tightrope between streamlining/efficiency and Shadowrun/familiarity. That meant keeping the core mechanic of skill plus attribute, for instance, but narrowing down the number of attributes to try and make things simpler. Likewise, we leveraged SR5’s “Skill Groups” pretty hard as a way of slimming down the skill list while keeping some familiar Shadowrun sentiments in place.
I, personally, think we could have folded Plot Points into Edge as another way of simplifying gameplay while retaining a familiar name for something, but the third part of our tricksy-like-hobbitses balancing act was also that we were making a Cue System game, so that meant keeping some of those touchstones, that core narrative-game-engine that CGL has had such great prior success with, with Plot Points, cues, dispositions, and those type of things. So it wasn’t just a balancing act between trying to keep the Shadowrun feel while creating a narrative game, it was trying to do so while creating a Cue narrative game, rather than building something brand new from the ground up.
Opti:Well, much of that was out of my hands. However, when brainstorming early on, we all decided that it should feel like Shadowrun, and yet be easy to wrap your head around. One of the easiest ways to do that was to keep the D6 “hits” system in place for rolls. Also, no matter what Anarchy became, we knew it had to reflect the lore in the same way that the SR5 system did, just with different mechanics.
When creating content for the game, what did you use as guidance – previous Shadowrun fiction, reflections on current events, inspirations for mechanics from other games, and/or other sources?
Patrick: My biggest guide was, “What’s gone before? How do I make sure that this reflects this new ruleset we’re making, but also reflects the very rich and expansive game world we’ve been developing for the past 27 years?”
So, very much, previous SR fiction, including my own. Two of the pregen characters I submitted, Thunder and Wheezer, were from a story I did called “Thunderstruck.” I conferred with Rusty Zimmerman when I was working on Strider’s background, and she developed into a courier for his characters Jimmy Kincaid and Ms. Myth.
I think we all looked at current events as we worked, which I think really shows up in the diversity of the characters. That was one of Opti’s biggest pushes, and I think it reflects well on the game. We’ve got gender parity, metaracial parity, different ethnicities, and different sexual orientations.
And I’m way off on a tangent and a whole other discussion, so I’ll stop at “previous fiction” and “current events.”
Rusty: For me, I’d call it a 70/30 split between existing Shadowrun lore (which is something that’s always at the forefront of my decision-making process, respect for the existing material), and inspiration from game experiences (either with SR, or with narrative games). Shadowrun’s a game that’s just madly in love with crunch, and many Shadowrun fans are, too. Selling a narrative, rules-light (or rather, rules-medium, I’d say) game to those types of fans, you’ve got to really knock it out of the ballpark, and you’ve got to really sell them on it. Hopefully we did that, and folks are already having a good time with it, just in these last few weeks.
I tend to leave my current-events-reflections for longer pieces where I have a little more room to stretch out and make my own statement, like in some fiction or a stand-alone product (like some of the politicians in the Land of Promise e-book about Tir Tairngire); I can “fly under the radar” a little more in solo work, but also it feels like fans maybe accept a little more real-world stuff seeping into a book specifically about politics, or more intensely personal stuff like a novel, than they accept it in a rulebook. There’s more room to write about serious real-world stuff in projects where I’m not worrying about making sure 10 pre-genned characters are following the rules (while we’re constantly changing the rules). Mostly, my adventure hooks in here reference existing SR stuff — contacts these canon characters have had since the Beginner Box, characters from novels, that sort of thing — instead of real-life issues.
All that said, I did do most of my Anarchy work while traveling cross-country to take care of my mother during a sudden hospital stay. Her ICU nurse–in Corvalis Oregon, aka Tir Tairngire–was a great gal named Birdsong, who I totally stole for a friendly NPC. That Oregon trip totally got mined for one of my scenarios, so I did sneak in SOME real-life inspiration, I guess.
Opti: This one is huge for me. As a long time SR fan, I can’t help but use all of the existing lore as backdrop for new characters and adventures. The lore is, from my perspective, the strongest thing about Shadowrun. And yet, on the other hand, cyberpunk for me is best when it addresses, to varying degrees of directness, the culture we find ourselves in. And of course to fill in the spaces between, there isn’t any off-limits inspiration. Often, good writers are just people who can recycle some version the same stories that have been told for thousands of years.
Why use the Cue system? What made it “Shadowrun”? Patrick:Well, we had this ENnie-award-nominated, simple, narrative game system sitting around…seemed a shame to let it go to waste.
And what made it “Shadowrun” was a great deal of work. It had to be modified quite a bit from its origins in Cosmic Patrol and later implementation in Vanguard Universe.
Rusty:It wasn’t particularly Shadowrun to begin with, and we made some pretty big changes to make it Shadowrunnier ™, but the “why” for using it was pretty simple; it’s already CGL’s, it’s already an award-winning system, and it’s already well-received by fans for simpler, narrative, gameplay. So we already had this basic code or basic game engine, why not use it (but tweak it to make it suit us better), why would you want to start from the ground up, instead? The decision came from well above our pay-grade, but using Cue as a core system, starting with it and building from there, isn’t something I minded at all.
Opti: The decision to use the Cue system was another decision above my pay grade. Catalyst had found success in using the Cue system for other narrative games like Cosmic Patrol and Valiant, so when deciding to convert SR to a narrative mechanic, the Cue system was likely too inviting to pass up compared to creating an entirely new system. Having said that, the Cue system in Anarchy is a much different thing than either the Cosmic Patrol or Valiant version. It may be helpful to think of Cosmic Patrol as Cue 1.0, Valiant as Cue 1.5, and Anarchy as Cue 2.0. Or something.
How did you maintain the feeling and application of the different metahumans while using the streamlined system? Patrick:Again, a lot of work, though most of it was relatively simple. There was a lot of discussion about how to make sure trolls felt trolly and elves felt elfy. Rusty:Quite a lot of that comes down to the basic keywords associated with a character, not just the modified attributes that come into it directly or mechanically. Just like in a regular Shadowrun game, there’s more to being an elf than having a few stat modifiers, right? More to being an ork or a troll or a dwarf than the above average Strength or Body, isn’t there? There’s the role-playing opportunities, the various attitudes you’ll get from different factions in the setting, the background differences between a Tir-born elf and a Puyallup-brat, or a Tir-born human versus a round-eared Barrens-brat, for that matter, right? So yeah, a lot of it comes down to that metaracial tag right there at the top of the archetype or the character sheet; the weight that those three little letters ‘e-l-f’ have comes down to the stories being told, the flavor of the campaign, and all that — to me, at least — much more than it’s based on the spare attribute point or two you might have. Opti:We argued about it a lot. We went around and around internally about how to get this right, and to Jason Hardy’s credit, he listened a lot to Patrick, Rusty, and myself. We wanted it to be just right, and so we tested out many many different ways to represent the differences between the metas. In the end, I think we did ok, but as always, Trolls were the biggest pain.
Tell me a little about one of your favorite characters, locations, or elements of the game and why it is important to you as a creator.
Patrick:My favorite part of the game is the system itself. It’s quick and pretty clean, and dirt-simple to learn and to teach. My two oldest kids have been interested in SR for a while, but we’ve never been able to play because of the complexity and the adult language. Anarchy, though, is a Shadowrun that I can play with my children. We made a conscious effort to tone the language back, and as has been noted, the rules are short, quick, and easy.
Rusty: The easy answer for me is always Tir Tairngire, because it encapsulates — elves in Shadowrun, in totality, encapsulate — so much of what makes this fantasy-cyberpunk hybrid setting so…Shadowrun. On the one hand you’ve got narrative room for all this really unrealistic, highly stylized, fantasy stuff, with Princes and Paladins, fancy pseudo-plate-mail armor, swords and magic, this flowery neo-Celtic elven language, and these fantastic names right out of a fantasy novel. Right? You can stop there if you want, just scratch the surface, and play a character, perfectly in keeping with the setting, that drinks that Kool-Aid and buys into all that bullshit, and lives a perfectly happy life (by Shadowrun standards), and is basically, y’know, Straight Outta Westeros. It all fits the setting just fine, fits the canon just fine, and it’s a valid character, if you want to lean on that fantasy side.
But then if you dig a little deeper, you get the, I dunno, the chocolate core beneath the candy shell, or whatever, with this dystopic cyberpunk layer just beneath that top layer. And you can play an elf from a ghetto, for pete’s sake, how perfect is that? Or a human who’s well aware that the Tir’s Disney FantasyLand veneer is such bullshit, or an elf who bought into it all until they got some terrible order to mistreat an ork or a human, and they have this heel-face turn when they give up on that fascist — because it really is a flavor of fascism, no bones about it — Tir crap and realize how silly ducal ranks and royal blood and stuff are, in real life. Or you can ignore all of it, and just be some dude who happens to be an elf, some grease-under-his-nails mechanic or a burger-flipping high school kid who just happens to have great skin, pointy ears, and night-vision, who doesn’t buy into any of it, and doesn’t see what the big deal is, and maybe has this kind of super-metaracial-privilege working for him and doesn’t even think about it.
Elves in Shadowrun, and kind of their uber-personification with the Tirs, holds so much good and bad and in-between and real-life to me, man, I totally dig ’em. They can show you everything that’s great about the setting, and everything that’s terrible about the setting, and everything in between, sometimes even all in just one character.
Opti: In general, my favorite aspect of Shadowrun is the anarchist flavor to it. The idea that the powers that be in society are so corrupt that rebellion against them or flagrant breaking of their laws is actually good? That appeals to me. As a result, I wrote in a number of anarchist characters, and brought back the anarchist group Black Star in one of the adventures at the end. As I said earlier, this is one of those areas in which Shadowrun goes beyond simple escapism and offers a chance to explore being an outcast for standing against the corrupt system that “normal” people don’t see as corrupt.
As far as locations, beyond Seattle, I am really getting into thinking about the Confederated American States. For a long time, they have gotten a bad rep as racist, backwards people, and I think that is a little unfair to half of the US. I had some CAS stuff that didn’t make it into the final product, but I’d like to see the CAS come into focus sooner or later.
As far as characters, I’ve always loved shamans, the Unseelie Court, and Harlequin. So far, I’ve only been able to write one of those, but we’ll see how things go once I get some more stuff under my belt. Jason keeps a pretty tight lid on Harly, lol.
What do you think, going forward, are the important things from Anarchy that you want to see grow, develop, and expand?
Patrick: I think the thing that stands out to me is that you can have adventures in the Sixth World without having to have a degree in advanced math to understand the rules. You can have fun without wasting most of the night trying to figure out the rules. I’d love to see that go on, and attract more people to the game.
Rusty: If I had my druthers, like five years from now or whatever when 6th edition gets worked on, if it was DruthersRun and it was all exactly what some freelancer named Russell wanted? One thing I’d absolutely love to keep from Anarchy would be some of the simplification. The abbreviated line of attributes, the streamlined list of broader skills. The simplicity of it, of just changing those options away from being so nit-picky and specialized. Getting away from this huge list of skills like SR5 has, where even just the list of skill groups is like a whole page, and where we’ve got a nitty-gritty specific skill for being this one type of mechanic, and one skill for jumping versus another skill for landing, and on and on and on. I’m becoming something of a minimalist in my grouchy almost-forty years, where I hate it any time a game system’s skill list gets longer, gets more specific, ever. Ever. I adore it when “I want to be the fighty guy” means picking like two or three skills, and being able to handle your job, instead of having to pick out five or six, and then also get two or three “every criminal needs these” skills, and then having to dive into gear and start off with all this must-have stuff, and on and on and on. If half of making your character is already handled by the core mechanic’s traps and must-have items, why not avoid and ignore all that, officially start everyone off with that stuff, and call it a day? Why complicate it, and leave all these pitfalls for new players?
So, yeah. I’m a total advocate of the simpler skills, the broader skills, this sort of…broad competence that basically every Anarchy character kind of ends up with. I dig it. Make it faster and easier to just jump in and start telling stories and slinging dice, and I’m a happy dude.
Opti: Well, a lot of that depends on how Anarchy is received. As of now, we are thinking Anarchy will be a one-off, and its system is so flexible that any sourcebook from SR past or present will be able to function as an Anarchy sourcebook as well. Having said that, if people begin demanding further Anarchy products, letting Jason Hardy at Catalyst know your feelings is the quickest way to make that happen!
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Wow, thank you so much to Patrick, Opti, and Rusty so much for the interview! Special kudos to Rusty for helping me coordinate with all of these busy schedules. It was really awesome to hear more about the project and what Anarchy means to the team and Shadowrun in general. I hope everyone enjoyed reading! I, for one, am REALLY hoping for more Shadowrun material, especially for a narrative based game like Anarchy! Speaking of which, here’s the DriveThruRPG link!
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My very, very long Shadowrun: Anarchy Review is HERE!
Shadowrun: Anarchy
First things first
I won’t be commenting very much on the fiction in the book because I don’t typically read it and I’d rather focus on the game, but I will be looking at flavor text in character descriptions and so on. I haven’t yet played the game for logistics reasons, so this is purely a review of the mechanics, art, and characters. I intend to eventually read the Seattle background but I have set it aside for this review to get the things out that people will see first and most often.
I have only played Shadowrun 3e, and only built characters for 3e and 5e. I’ve been playing tabletop RPGs since I was 15, text-based since 11, and my first TTRPG that I recall playing was Shadowrun. I’ve played indie and story games since around 2011, and I’ve been writing on Thoughty about games, doing interviews, and occasionally writing reviews for like, 4 years I think. Maybe longer? I bounced blog names a couple times. I’ve GM’d and played, and I’ve worked on some tabletop games which you can read about here on my work page.
With that out of the way…
Shadowrun: Anarchy on first glance is a true family member to 5e, having beautiful art, lots of graphics, and fiction first. The art fits just fine! The graphics we’ll get to. The fiction… let me explain here that I don’t like fiction on RPGs, for the most part. I like fiction within RPGs – specifically, if you look back to like, Shadowun 3e where the interactions between The Smiling Bandit and Harlequin were interspersed in the rules and flavor text, that kind of thing I like. Unreliable narrators having interactions between bits of important information just really felt like the game to me.
That is, unfortunately, not the dealio in Shadowrun: Anarchy. I am sure the fiction is fun and great – but I don’t really have interest in it. I hope you do! But the fiction does you no good if you don’t like the rest. Covering art, then layout, then mechanics, then flavor text. Basically what you see first, whether you can even read it, what’s inside, and how it’s dressed up. (click thru)
The Art
I’m not doing a full numbers breakdown of the art in SR:A because 1) I don’t think it’s as valuable as it seems and 2) I don’t think it’s entirely necessary. The art in the book is still majority men or masculine, but there are a greater number of women or femmes than I expected to see. There are a number of androgynous people, but I was incredibly disappointed to see zero androgynous or nonbinary styled characters in the pregens. Getting close to gender binary parity is great, but this issue is in the forefront for me of late and I still can’t fathom why – I never have been able to – we don’t see more androgynous characters, especially in identity as opposed to simply presentation, in Shadowrun. I mean, y’all. Y’all.
Also, most of the time we get this:
But then we got this:
But let me be clear, my problems with the second piece here are mostly that it seems somewhat disjointed (kind of literally, but if it had a caption talking about an articulated spine, I’d be cool) and I was just kind of bummed out by how it felt in comparison to the other (frankly badass) art. This is the only piece that really stood out, but I wouldn’t be a cranky critiquing feminist if I didn’t point it out.
The Layout
The layout overall has a couple of hinky bits. Foremost, shaded boxes. Shaded boxes are not something I’m a fan of, and everyone who has talked about layout with me probably knows that. One of the biggest complaints I’ve heard thus far, that I agree with, is that the shaded boxes on the character sheets are bad news bears.
There is also shading/coloring on sidebars and callout boxes that could be done away with for readability and to make it possible to print. I’ll say this one time: If I cannot print a character sheet, it is functionally useless to me. Bonus note: If you make it a fillable form downloadable as well with the game that can also be printed and legible,I’ll love you forever.
Most of the rest of the book is bog standard Shadowrun/80s-90s-esque layout, from what I can tell. There are some more rounded edges, but that’s not too different. Standard two-column, as following.
There are also, of course, tables. I personally love tables, but the tables in SR:A leave me wanting because they don’t have any dividing lines. Some people like them without, they flow more easily. For me, they’re less readable, and I also just don’t really dig the look. Gimme something that looks directly ripped out of Excel and I’ll be cool. Example of current tables follows!
Also, the text is super, super small. Like, I have to zoom in to read it clearly a lot of the time, and I have no issues with reading up close most of the time. Perhaps it’s better in print? But we should be designing for digital too. I also don’t know if it works well with screen readers, as I couldn’t figure mine out. That’s something that should be clear!
Aside from those things? I’m sure someone with more graphics and layout experience could nail down further problems. Those are the ones that hit me. Moving on!
The Mechanics
First, a quick note on the way the game works in Shadowrun: Anarchy. Anarchy is not a game with a GM running the show and the players taking on roles within that show. Anarchy is about collaborative narrative storytelling (it’s a thing!) and there are things that they’ve done great about this, and things that may be confusing for people who haven’t done it before. I may be translating the rules incorrectly, but if you like what I’m saying, just play it that way, it’s just a damn book.
SR:A institutes turns, effectively letting each player take a turn playing their part of the scene. From what I can tell, there are no rules preventing other players from acting within that scene, but they would most likely need some input from the lead player in those scenes. From there, we can see each player narrates within their turn their actions and their interpretation of the situation. Cool! Now, I’ve seen some people get stuck on Talk Time. Admittedly, I kind of hate the term, and would prefer something like “free play,” but that’s just being a jerk about semantics.
Talk Time itself makes sense. When things are going down or it’s too hectic, let’s stop with turns for a minute and get shit done, right? However, from the comments on the Prototype review and the forums I’d seen it interpreted that you can’t interact freely at all outside of Talk Time, and regardless of how it was originally intended in the text, I read it otherwise, and it has been clarified since then in the text under Turns and Narrations. Specifically, it says that “Other players may have things to say during a narration–their characters may react somehow, or players may offer commentary, ideas, or observations–but the primary thrust of the Narration should be directed by the player whose turn it is.” Which, I mean, yeah? That’s just being polite. However, I see why they had to write it out. Hooray, rules to help solve social play problems!
For framing of the next mechanical bits, you use six-sided dice (d6s) in dice pools, scored individually – 5 or 6 on the die is a success.
Character generation is not complicated, in my opinion. There are definitely a crapton of characters to select from if you want to just quick start, as the section for pregenerated characters is massive (but I have some thoughts later). The game suggests you select a contract brief (scenarios for quick play), but if you want to build characters first or play without a contract brief, I’d just go to it. For a new GM or a new group, you might find the briefs useful, at the very least to learn useful structure for a general shadowrun.
Characters use some stuff that seem kind of “eh, maybe,” while others seem absolutely essential. The perceived essentials are: Personal Data, Attributes, Skills, Shadow Amps, Karma, Qualities, Weapons, Armor, Gear, and calculating your condition monitor. That’s a lot of words, not as hard as it sounds. The things I’ve noted as seeming optional are Dispositions and Cues. These don’t have a lot of mechanical impact, and I can guarantee for a lot of people they’ll be dismissed. However, you’re playing a narrative game here. That makes a difference.
If you look at the character sheet for Ms. Myth (one of my favorites), you can see how these things might be useful for 1) new players, 2) players new to narrative games, 3) players with a new character, 4) players who are unfamiliar with Shadowrun’s world, and/or 5) players who are just plain tired and need some good ideas on a slow day.
This is a moment where I remind people that just because you don’t need a thing, does not mean no one needs a thing, or would benefit from it.
Character creation goes through these items, however, pretty smoothly. Don’t be fooled by the early character creation section like I was at first, go straight to page 61.
To create a character, you:
Choose what type of character you want to play, name them, and create a character “theme” (basic description)
Optionally create “tags” (helping define your character)
Choose a game level (this is how many points you’ll get based on how hard or advanced a game you want, and should be chosen as a group)
Choose a metatype (Are you a little troll? Yes. Yes you are.)
Determine whether you’re Awakened or Emerged (you can be one, the other, or neither, and they basically mean you can do magic, you can do matrix junk with your mind, or neither)
Assign attributes (Strength, Agility, Willpower, Logic, Charisma, Essence, and Edge – I still kind of hate Edge, I miss when Karma was able to be spent for some of the purposes Edge is used)
Choose skills (general and specialized, the latter of which gives you bonus dice in appropriate situations)
Select Shadow Amps (encompassing all augmentations and magic, including technomancers and casting spells – there’s a list with some examples but there is a lot of freedom to define them. Also, there is essence loss! If your augment has essence loss, you get a penalty on your dice pool for magic- and healing-related tests.)
Figure out Karma (This functions as experience points, so you can obtain both points in attributes, skills, get Amps, change qualities, and get gear, weapons, and armor once earned)
Define some qualities and their effects (like edges and flaws for 3e, which I was super happy to see, though kind of took a bit to understand the differences between them and edge)
Choose your weapons (weapons have various ranges and impacts)
Choose your armor (armor is basically an add-on to your condition monitor, and gets marked off before you get hurt)
Sort out your condition monitor (has both stun and physical damage)
Get some gear (including Contacts)
Create cues (basically little phrases to help inspire your play, from the Cue System, which I haven’t bothered to read up, sorry)
Make a character background (personal data like size and gender – which they call “sex” in here and it made me really annoyed – the history of your character and how they behave, and dispositions that you can use to flag your actions in-game)
It sounds like a lot, but the individual actions don’t take very long themselves. There’s characters to choose from, and there’s not a lot of trouble in making your character, but this is way more than a lot of indie and story/narrative games. You will need to set aside more time for this game than you would, say, a Powered by the Apocalypse game – by a significant margin. That doesn’t mean it’s not a good game. Just different.
Combat in SR:A seems to be appropriately dice-heavy, which y’all know I love.
This isn’t actually that complicated, even though it looks it. It’s all simple numbers you’ll be adding, most single digits, versus similar numbers for the opponent. I like this combo, as I’m sure I’d learn it pretty quickly, which is a really good sign.
There is information on close combat damage, carry limits, unarmed combat, and lots of other stuff – one of my favorite bits is no more counting ammo! Handwaving ammo counts is awesome in my book (ha, my book). It also talks about custom mods of weapons (like knockbacks), which is awesome! There’s a note that I appreciated on making the game more or less lethal. Variety is good.
There are rules on taking and recovering damage, and repairing armor, which brings me to an important point: There are no nuyen in Anarchy. To me this is amusing on a conceptual level (of course there’s no monetary system! It’s anarchy!) but also I think it’s cool on a fiction level, in that everything has a cost – and more often than not, that cost is you.
Initiative advantages like wired reflexes now give you plot points, which are functionally shortcuts or cheats. They give you rerolls or change turn order, or add Glitch Dice (which I will say straight up I don’t understand, but the general idea is that if you roll a one on a glitch die, all goes to hell, if a 5 or 6, you get an exploit and things go well. This may sound fun and exciting to people who like adding additional chance into their game, but it’s not really something I love.), and so on.
Gear is mentioned in this same section (page 47) and is super duper basic. Gear has no specific mechanics, but can narratively help with problems, like med kits and tool sets. Very, very basic.
I don’t have much interest in hacking or cybercombat, but I’ll bet at least one of you do.
There is both AR & VR, where in AR you generally interact like software and icons and stuff, and in VR, you’re living all Second Life. AR doesn’t give any bonuses to hacking, but VR gives a +1 to hacking. With VR you can’t do anything non-virtual, and cybercombat kicks your ass. Hacking is basically a skill test, and cybercombat comes with a fun little dice pool calculation too.
There are additional matrix rules you can dive into on your own.
Spells and spirits and stuff have their own section. One of the most notable things is that there are no longer spell effect limits beyond those narratively defined, except in the case of combat spells, which only last for the time their damage is applied. GMs can apply a negative modifier if someone wants to maintain a spell for a long period of time. Not unreasonable, in my opinion, if you don’t have a jerk GM (if you do, try to find another GM! Look on the internet! Run, little chummer, run!).
There’s information on astral projection (no test needed) and astral combat (use the Astral Combat skill and have a standard combat experience, take stun damage).
Vehicle and drone combat addresses AR vs. VR in regards to how you use the equipment, and there’s info on vehicle movement, just basic stuff, but I’m sure gearheads will be happy to know they’ve been recognized.
There are also additional rules about breathing, environments, and mind control, in case you were wondering. There’s an important note about what an NPC can’t make someone do under mind control:
I mean, if you like doing that stuff, you do you. I’m glad they pointed it out though.
For those not a fan of sharing their GM hat, there are rules about giving GMs more control via plot points and who interprets perception tests. In standard SR:A the player doing the narration has freedom to define a lot of what is seen with a perception test, but with the adjusted version, the control is given solely to the GM and controlled by how many successes are rolled. I really have to say, though, give shared narrative a shot if you’ve got the time and energy. It can be really fun for everyone.
The GM section is a lot of detail that I’d not normally read since I’m traditionally a player. I wanted to highlight two pages that I think are absolutely important.
This page shouldn’t be necessary. But, it is. Just… yeah. Be cool, kids.
If you all thought that someone could put a section in a book called “Asking Good Questions” and I wouldn’t pull it out, you were sorely mistaken. As people know from games like Apocalypse World and Monsterhearts, as well as about 80 other indie games, asking good questions is an amazing GM tool – hell, amazing for players, too (“Do you really want to kill that guy? Why? Oh, he killed your uncle? Shit. Let’s do that.”). I like seeing it hard coded into a game, though, because I love questions, sooo much, and for narrative games they are the soymeat in the sausage.
The pregenerated characters are pretty fucking cool on the start, I’ll be honest. I love cool character art, many of them are really interesting. I’ll try to keep this brief.
The Native characters are very cool on the surface, but the conflation of Pacific Northwestern tribes and the Plains tribes in their backgrounds, plus having one of them taking artifacts and putting them in a museum (with jokes about angry locals, even), and Coydog wearing an eagle feather headdress that’s most likely inappropriate for her background are problems! I’m intending to do an extended feature on Natives in RPGs and specifically in Shadowrun with a consultant I’ve been corresponding with, where I’ll explore this, but for now: Chrome Bison is _really, really cool_ but we need to think harder and ask more questions and remember whose stories we’re telling. I know Natives are a huge, huge part of Shadowrun, and I don’t want people to stop making them part of it – but we need to do it right.
Chrome Bison, following, is cool – but cool doesn’t erase responsibility. Chrome Bison would be very disappointed in cultural appropriation, I think.
There may also be other issues of cultural appropriation or misrepresentation here. It’s important to remember that while Shadowrun is an alternate-fantasy-history, the cultures that it’s pulling from are real and existing in the majority of these cases. I am disappointed when I see misrepresentation and negative stereotypes in fiction, and I am doubly so in games where players are supposed to take on these identities.
That being said, there are a ton of characters I love, starting with Ms. Myth.
LET ME TELL YOU HOW MUCH I LOVE TROLL FACES. LET ME. No wait, that is way too much enthusiasm for this, I’ll never finish. But yes, she seems amazing. Borderline is incredibly cool, too cool for me. As mentioned, Chrome Bison, as a troll street samurai, is freaking amazing. Fourth is cool but I wish she’d been nonbinary or androgynous, as the art brought it pretty close to it.
Jinn is an elf brute force decker who is from Istanbul, and his jam is fashion, and I’d love some input from people on his presentation and cultural representation in the art and text at some point. There are TONS of really fascinating characters of so many different backgrounds. I still wish for nonbinaries because I’m a pain in the ass (and because we should be represented in such a world!), but the last one I want to shine a light on is Rose Red.
Rose Red has a fascinating background. I really love the concept, but it is a difficult one. The general idea (for those who can’t see the image or don’t feel like reading the teeny text), she was trafficked as a sex worker, then she awakened, and overtook her boss and became a trafficker herself. It leads to her trafficking her own sister, and then finding salvation through a neo-anarchist group. I have so many mixed feelings about the representation of sex workers here, because it’s good to see them represented, and there is a specific note about how the neo-anarchists welcomed her with no shaming, but it is still a hard line to walk. I’d love to hear the input of any sex workers on this topic, as I can’t speak from experience.
FINAL VERDICT
I really, really want to play this game. There are some issues, yes. And I’m not happy with all of the flavor text. But, I have to be honest: what I have read in Shadowrun: Anarchy feels more like Shadowrun to me than 5e ever did. Maybe it’s because it’s simpler in writing, I’m not sure. But, it’s simpler in mechanics, too, and way simpler than 3e. Shadowrun is my favorite fictional world and while it always could be improved, so could a lot of other games.
Shadowrun: Anarchy could use some better layout choices in regards to accessibility and print use. It could use more attention to nonbinary gender representation, and representation of cultures and races that are unfamiliar (or only stereotypically familiar) to the average white gamer. The mechanics are far more lightweight in comparison to all other Shadowrun editions, and in my opinion mix a lot of the good mechanical bits with a lot of my favorite narrative things. The fiction is supported in some ways by the mechanics with the damage, the complexity of combat and spell casting, and the impact of metahuman races, and the pregenerated characters are many and varied.
I would suggest that, if you have played Shadowrun and you like narrative games, you give this a shot. If you like narrative games but know nothing about Shadowrun or really any trad games, consider trying it out for a one-shot with pregenerated characters. If you’ve only played trad games and you like Shadowrun, consider trying this out – the worst that will happen is that you’ll decide it’s too simple, and that’s not much of a loss.
In general, I think it sounds really fun. I’m trying to find time to get a friend to run for me, and in the meantime, I’m going to continue enjoying the beautiful art and maybe build some characters if I have some free time.
Good luck, chummers!
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