Ok my first attempt of my Shadowrun Hack has failed (I call it Shadow*World a mix of 4 different Hacks that I found out there and were incomplete or not correct for me, like to my working document at bottom)
It failed because of some elemental issues dealing with the players.
Player 1: He had a huge prejudice to the setting and the style of DW. More of a tactical type system gammer rather than a narrative type. He hates being “The Bad Guy” or playing a game where there are some gritty realities. More of the 4 color Super Hero or Silver Age Supers games is what he likes. “I just hate having a character bathed in the blood of innocents before being able to make a difference in the world.” He has had many bad experiences of Shadowrun and the backstabbing and PvP nature that SR can divulge into. It was impossible to get past that prejudice. He also hates (as a game designer even) any game where the GM doesn’t have a turn and doesn’t roll. So AW or DW types of games were not for him. He also rolled a snake eyes on a contact roll, rolling Presence (his worst stat) and because the contact wouldn’t talk to him he decided then and there that he would never do legwork and deal with contacts. He hated the Complication point system for legwork. I tried to explain that it allows for interesting twists to happen but he seemed adamant that any time he rolled he was invited to “Screw Himself” when he got anything less than a 10. Again, difficult to get past his iron wall of dislike of the system and setting.
Player 2: had problems with the XP system, if you failed a lot you would advance greater than others and quicker. Also, he had problems with his concept of viewing the game, “If I fail, you automatically hit.” definitely not getting the narrative nature. He also had roleplayed well so didn’t need to roll as often. This was seen as being given less opportunity to fail and less xp for him. Again, failed.
Player 3: Had bad luck, got lots of 6 and belows (racked up 6 xp in one session). He also had problems with the narrative nature of the system. Big SR fan but with poor dice luck and not role playing much, it was a combo for failure.
All Players didn’t get the resolving Bonds situation for more XP.
Player 4: Was Passive and tried and was willing to give it a further go but didn’t want to rock the boat. Could have continued but was destracted by work (has a at the computer job that pulled her away from full concentration of the game. Very new to the SR setting.
Player 5: new character that game, was not very enthused on playing but went with it. Could have continued.
All in All, a failure. This in part is my fault on not portraying stuff enough, relying too much on the system for rolls and not describing the system enough, accidentally allowing the players to see a lot of stuff that I was working with. A failure on the Players part in inflexibility for the system or setting or combinations.
So over all failure. I try again with a different group on Thursday 7/7. Hope that they get it. Any recommendations on portraying the nature of AW/DW systems? I am tempted to not explain Moves to them after an example and just let them role play, figuring out the rules mostly myself.