Because apparently there is interest.
I picked up the Shadowrun 4th edition 20th anniversary book at Origins, because I had heard good things about the game and thought it might be interesting.
I really, really like it.
I like the system, I like the setting, I like the mix of options. It's rather insanely... not complex, but broad and deep. Get past the altered terminology for the various areas, and things actually end up being very much like each other in terms of how they play, which helps.
Book wise, I'm trying to keep things relatively simple. Things like alternative traditions from Street Magic or handy vehicle upgrades from Arsenal are probably ok (case by case basis, as I don't have the books memorized). However, anything that just adds complexity without adding depth is out (for example, most of the stuff in Runners Companion and Unwired).
I'm asking people to just not use the horribly broken Stick and Shock ammo; I don't know what I'm going to do about spirits. I've also capped the Dice Pool at 20, to discourage too much power-gaming.
The game:
I've only done one session so far, and I don't have any concrete long-term plans; the next session is this Thursday, and the one after that will be next Monday.
We currently have three players, all of whom are very new to the game (just like the GM).
My brother Mike is playing an Ork Face Adept with moderate combat ability.
Corey is playing a gigantic Biotroll with unarmed and heavy weapons, a massive soak pool, and not much else (2 points in stealth group). I think the "role" he's filling is technically called "Street Sam"? not sure.
Daniel is playing a Technomancer hacker with delusions of being an investigator - he's got the datafinding and perception, but not the negotiation or contacts.
The party has an armored van that's pretty basic - just has the handy mods of Morphing License Plate and Chameleon Coating.
There may be another player - Tyne, by brother's girlfriend. I'm not entirely sure what the plan is with her.
And there's Randy, and possibly Trevor, and possibly Thomas.
The group needs a rigger, preferably one run by an experience player - that way Daniel will not be completely on his own when going VR, and there will be someone to help him/me with filling things in.
We could also use a mage, possibly two (tyne might play one; having an experience player running a mage would help her, as long as no toes were stepped on).
A character with actual focus on infiltration-style-actions might be handy as well.
I'm somewhat surprised at the potential size of this group. It's been a while since I've GMed (or played with) a group with more than 5 people. Could be interesting. The nice thing about Shadowrun is there's plenty of different character options. I do not know how people will feel about a large group, however - I know that some are uncomfortable roleplaying around so many, while others feel large groups detract from the game.