Gday, see my answers below, typically I have thoughts on each of the options presented to provide context for my choices.
Race:
Human because from a purely game mechanics character generation point of view, they deliver the most bang for buck. I've always wanted to play a Troll Mage or Physical Adept but felt I had to make too many compromises to do so.
Flavour
- Guns Blazing is usually my default style of shadowrun - typically most games spend many hours doing an intricate plan which fails for some reason either before or shortly after commencing excution. Then going 'screw it' and just go in winging it with all guns blazing.
- Sneaking/skulking... - After playing years of shadowrun, I can probably count on both hands the number of times successfully pulled off a 'sneaking' shadowrun adventure.
- Normal people in the 20XXs - No Desire, never played
- Working for the corps - Something I think could be interesting to do, but never had a GM or group want to try this.
- Doc Wagon/Trauma Team (a special case of working for the corps) - See above.
Power level
- Street level - Good for grittier/dark face to face games which can be fun, but the capability of characters can be frustrating.
- 'Normal' as per books (which is pretty potent) = I prefer to start off at the default power level for F2F games because they proceed at a decent pace so Karma gets handed out regularly enough that you can actually raise something in a reasonable irl time frame.
- 'Prime Runner' (i.e. has been around the blocks a few times) - Prefer Prime Runner for online games as game progress is from a crawl if its chat based game eg Discord/Skype with irl time between having enough karma to raise anything 1-2 months, or molasses if doing Pbp where it can be irl 6 months to a Year to save up enough karma under SR5 to be able to raise anything on a character.
Alignment
I've played all kinds of Alignment, early in my shadowrun 'career' I was pretty much consistently a murderhobo ('I want wetwork') and bounced between 'who cares if we have some collateral damage' and 'lets not kill unless we have to' Only tried the last two a few times and they were... interesting.. and challenging... but certainly enjoyable.
Game version
SR 3rd edition
I really enjoyed the Combat/Decking/Matrix/Astral Task Pools from SR3 which meant two characters with the exact same stats could end up being played very differently. Also miss FASA's fantastic editing and layout work for the source books. However I -dont- miss cross-referencing rules and tables in 3 books to determine a target number for a dice roll.
SR 4th and 5th Edition
A good (but not perfect) attempt at simplyfying and unifying Combat, Magic, Decking and Rigging. Lack of general Task Pools means characters with similar stats will have an 'optimal' playstyle. Another bonus, most (but not all) of the rules used are limited to the Core Rulebook, Run Faster and Street Grimoire(5th Ed) instead of being spread out over 20 books. My main headche with SR5 is the incredibly slipshod and disorganised layout/editing work for pretty much every book realeased by Catalyst Games Lab.
SR 6th Edition
Myself and my regular group all purchased SR6 books shortly after release, cracked them open, created characters, played 1 full run (2-3 sessions) and agreed this ruleset was absolute garbage. To my knowledge none of us have ever touched the ruleset since.
This message was last edited by the player at 20:13, Fri 25 Aug 2023.