Street Rats is now in Alpha 3! This update isn’t the largest update ever in Street Rats’ history, but it has some of the largest reaching effects on gameplay and is a marked improvement. There’s not much in the way of new features, but play has been improved significantly. Since you’re probably already privvy to the changelog if you own it on DriveThruRPG, and it doesn’t make a whole lot of difference to you if you don’t yet, since it’s pretty much simple improvement stuff going on.
For more commentary and explanations, read on after the break.
You can get the core rulebook over at DriveThruRPG: http://www.drivethrurpg.com/product/169540/Street-Rats-Alpha
Street Rats has actually been seeing updates the past couple weeks, despite me not posting about them here. Part of the reason for this is because there haven’t been a whole ton of progress on bits that I consider particularly interesting, more just on things that have to get done to get a finished game out. There have been some adjustments in plans. First, most of the setting is getting cut from the main book; some brief blurbs will be available, but Phoenix in the UAS will be the only setting place to get wide coverage. I want to keep Street Rats’ total running length below 300 pages, and something had to be cut.
One of the other things getting “cut” is the hacking rules as they stand. Right now they are not only bulky, but they’re too similar to other games on the market that have widespread problems on account of… their hacking systems. Hacking should be both a robust experience and a quick one, so it is getting new and exceptional mechanics; this puts it a little outside the rest of Street Rats, but when dealing with cyberspace such things are necessary.