Shadowrun 5th Edition may be gratifyingly huge, but that comes at a price: it’s one of the crunchier RPG systems out there, to the point where some may find it a bit unapproachable. To my tastes, it’s at the point where if it were a bit more crunchy I’d be disinterested, and as it stands I would rather not engage with the system for the purposes of a quick one-shot game because the effort involved in engaging with it would be enough that it doesn’t quite feel worth it for a game that brief.
In principle, then, I was very interested in Shadowrun: Anarchy, a game which adapts the rules-light Cue System to Shadowrun and thereby offering a setup where character stats resemble truncated versions of the full-fat Shadowrun equivalents, allowing you to strip-mine existing Shadowrun supplements for source material whilst sticking to the lighter rules system offered here.
The issue with the book is that I kind of feel like it’s misread what people actually wanted on this front. Whilst plenty of people down the years have expressed a wish for a more rules-light take on Shadowrun, what I think most of them actually wanted when they expressed that wish was, in fact, a rules-light take on Shadowrun – namely, a system which would support the same traditional RPG experience that Shadowrun is good at, just with far less fiddly bits. What Catalyst Game Labs seem to have interpreted this desire as is as a desire for some sort of narrativist indie game which made at least a token bid to break out from the classic traditional RPG format into some sort of shared storytelling business.