I’ve been half-heartedly working on a game design document for a bit now, and I thought I’d actually pst it tonight if anyone is interested. I originally thought it ought to be a Shadowrun RPG, then scratched that and made it generic with mutants and genetically altered peeps and psychic powers. Then I realized that was incredibly dull and cheezy, so went back and am pretty much saying, screw it, it’s Shadowrun.
I will try and post what I got later if anyone seems interested.
Regardless, I’m using the more classic edition styling because they altered a lot of things in 4th edition, which includes a lot of suck, and cuts out some really cool bits. Most specifically is that they reworked how spells are categorized, more or less cut out any distinctions between kinds of magic-using characters, and basically tossed all technological realism out the window in favor of a quasi-magical cartoonism. Plus, they refuse to actually consider the impliations of the technologies they claim to have. I have too much intellectual honesty for that. But what mostly pissed me off was the relative lack of world overlap (Matrix/Physical/Astral). The overlap was cut down and made more accessible but less interesting. And the fools dropped the price of cyberware so much…
Obviously, the actual mathematicaly rules can be something else.