I was initially going to call this just “Issues with Shadowrun,” but to be honest if I don’t like a game as popular and influential as Shadowrun the issue is probably with me, not the game. That got me thinking about what became the real theme of this post.
It all started when a former gaming group tried to play Shadowrun. We created characters, started running the intro adventure, and it went nowhere. I spent days customizing my character (a ninja-type investigator/infiltrator) and learning the rules for evasion and using my grapping hook. And I never used any of them, as we spent our entire session debating rules as one person tried have his technomancer create sprits. We spent so much time on the rules of the game we never really had a chance to become immersed in it. (If you’ve never played Shadowrun and have no idea what I’m talking about, that’s fine, it’s just complicated Shadowrun stuff).
I complained on our group chat channel and we never played again. So I was annoyed that I spent tons of time on a character for a game I wasn’t excited about in the first place and then never really got to use.
At first I decided the issue, as I said, was with Shadowrun. It is a very complex game. There are different rules for semi-automatic, burst fire and fully-automatic guns. There are complicated rules for hacking into computer networks or using magic. And, to be fair, by mixing magic, complicated combat and technology the game has a bit of the most difficult to learn parts of other game systems. As a huge fan of D&D 5e I didn’t see why Shadowrun couldn’t be simplified along the lines of 5e’s advantage/disadvantage modifier system.
But then I thought about how much time I spent on my character, mostly after I’d closed my door to my office and kept glancing worriedly at the window to see if anyone was looking in (in a previous job, I am a very dutiful worker now). It was kind of cool to have such a complex, customizable process and I could see how someone could get lost in the very detailed rules for every aspect of the game.
So maybe there are just two types of players. Some of us get really excited about immersing ourselves in an abstract alternate world. We like coming up with character backstories, acting out what the character would do, writing blog posts about their history and personality (ahem). Others of us love the mechanics of translating adventures—combat, exploration, investigation—into dice rolls. Realizing that a burst fire from a machine pistol would do more damage but be less accurate, and seeing how this affects the number of and modifiers to your dice pool, is pretty cool.
Some games are geared towards the immersive. I think the Fantasy Flight Star Wars games fall into this category, as the dice rolls lend themselves to narrative story-telling and slightly abstract action. And then Shadowrun would be—as one of my former group members called it—more “crunchy.” In my opinion, D&D is the perfect blend of the two.
The challenge, then, is finding the right game for the different players in your group or being open to disagreement about your direction, as mine was after I whined about Shadowrun.