As a group we had been playing under the 6E rules (dont even try it). 6E is bad for so many reasons, but mostly because of the bad editing and the assumption you have already played 5e or prior.
Anarchy is similar in the fact it is so light on content it assumes you have other books to build the world out further. Since i had all 5E and 6E books for me and our group this became a simply conversion across.
whilst i think i converted the group badly the impact was instant. we were able to immediatley jump into the game, combat became smooth and non crunchy and the whole process became very cinematic.
there were some chats in regards to the rules in order to get going and you will need agreement in some instances how to tackle certain scenarios, but if you want to remove the crunch from the game and concentrate on having fun and building a great narrative...this is your game. so much so, we are using the Anarchy rules for other games now too (shadow amps are easy to convert)
So in summary - recommended if you have already settled nicely into the SR world and want to now move away from the drag of the rules and build a deeper/smoother narrative. be prepared for some initial discussions, but once you get past that...you will be running super fast.
Also i agree there is no need to follow the concept of round robin roleplaying...play as you would normally and you will be fine. I just wish there were more books supporting the Anarchy set up.
FYI: currently running with the "Toxic Alleys" adventure, and despite the adventure not being the greatest the Anarchy rules are easy to use.
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