SR5 dev blog: Where do dice come from?

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Well, when a Mommy Die and a Daddy Die love each other very much …

No, that’s a subject for another time. What I wanted to talk about here were dice pools. Shadowrun rules are built around figuring out how many dice to roll and then rolling those suckers. As I mentioned in the previous development blog post, many of the core mechanics of Shadowrun, Fourth Edition remain largely in place in Fifth Edition. This means that the first thing you do to get your dice pool (in most instances) is add a skill to a linked attribute. That will continue to be the case for Shadowrun, Fifth Edition (in fact, it’ll happen more often, such as in Matrix actions, but that’s a topic for another post).

Where things change is what gets added to the pool. One of the priorities the design team had for Shadowrun, Fifth Edition was to put the character and their abilities at the center of things as much as possible. Which means that if they want high dice pools, they should have a high skill rating and/or high attribute. Simply put, if you have a high skill rating, you should generally have higher dice pools than someone with a lower skill rating

So what do we need to change to make this happen? One thing we focused on was skill caps. We felt that putting skill caps at 6, as Fourth Edition did, forced players to look for other ways to build their dice pools besides enhancing their skills. We decided to raise skill caps to 12, giving characters more room to grow. We didn’t want to make it easy to get there, though—the Karma costs of getting that final level are very high, because we wanted it to be clear that getting a character to that level was a sign of real commitment and dedication. Not to mention survivability.

As we kept talking about how to focus on characters’ attributes and skills, the conversation kept coming around to gear. When skills are capped—or even before then—gear is a vital tool for building your dice pools. Maybe too vital. We love our Shadowrun toys, but we felt wary about them being too dominant in game play. So what could we do that might de-emphasize gear a little without making it toothless? We still want characters to have the thrill of buying a new toy and taking advantage of what it can do for them. How do we find the right balance?

The answer we came up with was limits. This is a concept that exists in Fourth Edition, namely in the Force of a spell. When you choose the Force of a spell, you are limiting the number of hits you can count from your Spellcasting Test. If we spread that concept, introducing different sorts of limits, then that was an area where gear could have an effect. If you want to have a big dice pool, you need to build up your skills and attributes; but if you want to be able to take full advantage of that dice pool, counting as many hits as possible, you need the right piece of gear.

Weapons in Fifth Edition have a statistic called Accuracy. This represents the limit imposed by that weapon, that is, the number of hits you can count when you roll your test. Got a sweet sniper rifle that can shoot the wings off a fly from a kilometer away? That’ll have a high Accuracy, and you’ll be able to use a whole bunch of hits from your dice pool when you make an attack with it. If, on the other hand, you’re stuck with a broken-down pistol with a cracked barrel, well, you could be one of the world’s great marksmen, but you’re still going to have trouble hitting the side of a barn with that thing. Then again, maybe you’re not built with a high skill in pistol, and a cheap, low Accuracy gun is just about right for what you roll.

The Accuracy stat gave us the chance to make gear have significant effects on the game without ballooning dice pools. But that wasn’t the only effect they have—when you add something like this to game infrastructure, the effects tend to show up in different places. Next time we’ll talk about some of the effects limits have on attribute balance and using Edge.

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Shadowrun Miniatures Game Playtester Submissions Deadline

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Since we announced open solicitations for new playtester groups for Sprawl Gangers less than 48 hours ago, we’ve been absolutely flooded: well over a hundred submissions and rising.

Regardless of whether some groups are not ultimately selected, the work of reviewing that many proposals, verifying which ones we want to include, getting out NDAs, and so on, is simply getting out of hand. While this level of interest is spectacular and once again shows all of us how beloved Shadowrun is, we need to create a cut-off for submissions.

Any submissions from prospective playtesters received before February 4th, midnight PST will still be reviewed. Any submissions received after that time will not be reviewed; i.e. they will be rejected automatically. As much as we’d love to take everyone, that’s simply not realistic.

As a reminder, even if your submission as a prospective playster is accepted for review (i.e. you submitted your request before the cut off time noted above), that does not guarantee you’ll be a playtester. We still must review your proposal and make a decision to include or exclude you.

Thank you SO much for this flash of passion…gonna be a fantastic time as we dive into playtesting this month!

Ross Watson
Randall N. Bills

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Soliciting for Shadowrun Miniatures Game Playtesters

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As announced, Catalyst Game Labs has begun development on a Shadowrun miniatures game, Sprawl Gangers, to be produced and published in conjunction with Cool Mini Or Not.

Ross Watson and Randall N. Bills are hard at work developing the game play and campaign play rules right now. However, despite a large and healthy playtest pool to draw from, Catalyst Game Labs is looking to expand that pool for the development of Sprawl Gangers.

“While we publish two other miniatures games in BattleTech and Leviathans, this is different,” said Randall N. Bills, Managing Developer of Catalyst Game Labs. “Sprawl Gangers will have much more of ‘competitive action’ vibe of other table top miniatures games with thriving communities and tournaments. We’re hoping there are players with a passion for those styles of games that can bring their expertise to bear in making Sprawl Gangers the coolest it can be.”

If you’re interested in helping us reach that goal, you have the chance to sign up as a new playtester. To help ensure you’re very aware of what you’ll be getting yourself into, the following outlines the major requirements for prospective playtesters:

  • Non-disclosure Agreements (NDAs) will need to be signed by everyone involved in playtesting and submitted via email to Catalyst Game Labs.
  • Regardless of the size of a playing group, a single person will be the spokesman for the group; contact between Catalyst and your player group must all funnel through the spokesman.
  • The spokesman will be required to stay on top of: accepting reports from his players and compiling them and turning them in on a regular basis; keeping appropriate lists of playtesters involved for credits; keeping track of signed NDAs; available for communication and questions from their playtesters; available for regular communications with Catalyst Game Labs.
  • You’ll be required to submit a play testing report every two weeks (more often is, of course, desirable)
  • Catalyst Game Labs believes strongly in the motto “never complain unless you’ve a suggestion.” We’ll expect our playtesters to not simply tell us they don’t like something, but explain thoroughly why they don’t like it and then offer suggested fixes.

We’ll be looking to start playtesting in February.

After reviewing the above, if you (and your group) are still interested in becoming a playtester for Sprawl Gangers, then email us a 250 word or less bio of you and your group and why you feel you’re perfect for playtesting this game.

Email your proposal to: sprawlgangersplaytesting@catalystgamelabs.com.

Look forward to adding new blood to the team!

Ross Watson
Randall N. Bills

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Shadowrun: Crossfire Overview

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Danger lurks behind every card in the Shadowrun: Crossfire adventure deck-building game. You and up to three friends can take on the darkest allies and most powerful corporations of the 2070s as you make a run through the shadows. You’ll improve your character as you play by buying Hacking, Spell, Weapon, and Skill cards from the Black Market to add to your deck. Each turn you’ll use some of these cards to overcome a variety of obstacles to your mission and threats to your lives. You will also have to contend with the dreaded Crossfire deck. Every round a new Crossfire event will throw you a curveball, you know, just to keep things interesting. You might have a Reversal of Fortune, encounter an Astral Surge, juggle a Grenade! or have to deal with the enemy’s Hardened Defenses. Each time you play you can choose from one of three missions contained in the box, each more difficult than the last. You can cut your teeth on Caught in the Crossfire, gain experience running an Extraction, and finally you might have to Deal with a Dragon. But don’t worry, it’ll be easy . . . Trust me!

It won’t be easy. We designed Shadowrun: Crossfire as a cooperative game, to create a quick and fun way to experience the Shadowrun universe. Just like the Shadowrun RPG, our game world is deadly and difficult. You shouldn’t expect to win more than half the time when you get together with your friends to play. Since runs go bad so often, we added an Abort mechanic. You’ll have a chance to at least get out alive once you’ve failed your mission. Why would that matter? Well, we’ve also made Shadowrun: Crossfire into an evolving game. Your character will gain a little Karma even on an aborted run, and much more if you complete the run successfully. What can you do with that Karma? We’ll explain that soon enough. Keep an eye out for more updates from the Shadowrun: Crossfire team

—Gregory Marques, Lead Designer

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