Hi,
Considering what the rules for Shadowrun are like and their flexibility, does anyone run variants where the SR rules are used in other ways/other settings/etc ??
Fantasy games ??
Modern Day games ??
Far future games ??
Minimal Cyberpunk games ??
CthulhuPunk games ??
etc.
I think these things have been mentioned briefly by people, but I don't think there's been anything written about others games that are run using the SR rules.
I personally mix'n'match my rules to produce a SR/Cthulhu/CP2020/BubbleGum Crisis/TORG/Mage/Aeon cross-over variation - and it's great for keeping people on their toes, having a different tone to my games and using source material from all over the place.
But then I'm a prone to mucking about with RPG rules [I was using the Aeon rules for SR before FanPro did the same thing] >shrug<
Anyways..
..I'll be interested in seeing other people's thoughts.
Peter
I actually used a modified version of the Shadowrun rules to run a Dune game. I like the relativly simple combat system (1 target # then modified based on situation). Also the built in system for abilities beyond normal. Magic for Brana Bindu training and other Bene Gesserit powers. Also I enjoy the fact the Initiative is so important. In Dune, who goes first spell life or death. I was originaly going to use West Ends Star Wars system. But I didn't really take to having to roll dice for eveything.
There were some D6 variants publsihed that I've seen. D6 space and D6 fantasy and the like. The shadowrun system can be used for stuff like fantasy games, but not high fantasy. it doesn't really lend it's self well to slaughtering hordes and the like. There was a thread like this a month or so ago. Try seeing what the search utility can find you.
I use the basic Shadowrun mechanic for a pair of historical fantasy games.
I use it in a hard scifi space setting and in a fantasy game based on Avatar the last Airbender.
...I too am looking to adapt the rule mechanics (SR3) for a futuristic SF campaign using the Build point system from SR Companion.
For one, the Rigger concept actually fits perfectly into the setting for a uniquely trained type of pilot I developed and I had to write special rules from the ground up for in the system I last used (FGU's Space Opera).
Races are a cinch of course and all are specific to the campaign setting.
With a few extra adds (like shielding etc), spacecraft would pretty much follow the naval vessel design rules.
The one good thing with the BP chargen system, there need be no parallel for Magic as with the Priority scale. I tend to wince at most space games "substituting" things like Psi of "Force like" powers to replace magic and spells. This is one of the reasons I liked Traveller. Tech level as the important factor and at high levels (like 15 - 16) it almost had a mystical quality of its own. I do have a form of empathic ability, but it is fairly low key, mostly sensory based with a few influential/innuendo based talents more on par with some of the Social Adept abilities. There will be no lifting starfighters out of the mud or flinging objects across the room with a thought and if you put a blast visor down on your helmet in melee, you will be blind as a bat and at -8 to hit.
With the advent of SR4 there is pressure to go that way but several things that were watered down in my book were Riggers and Deckers. As I mentioned in another thread, they could have kept the same colour using the more streamlined mechanic for both.
| QUOTE (cleggster) |
| I actually used a modified version of the Shadowrun rules to run a Dune game. I like the relativly simple combat system (1 target # then modified based on situation). Also the built in system for abilities beyond normal. Magic for Brana Bindu training and other Bene Gesserit powers. Also I enjoy the fact the Initiative is so important. In Dune, who goes first spell life or death. I was originaly going to use West Ends Star Wars system. But I didn't really take to having to roll dice for eveything. |
A shiny new quarter for the man who converts SR to steampunk...
I did a desert punk and a steam punk in two different scenarios. circuit based technology failed, in one scenario. and in the other I ran a mad max style tribe that had an artifact a johnson wanted recovered.
Really... care to share some more of that there conceptual who'e'whatsit Platinum? Sounds like something I could suddenly use for a con game.
| QUOTE (jrpigman) |
| A shiny new quarter for the man who converts SR to steampunk... |
| QUOTE (Lindt @ Mar 12 2007, 02:20 PM) |
| Really... care to share some more of that there conceptual who'e'whatsit Platinum? Sounds like something I could suddenly use for a con game. |
i did a resident evil game with the straight SR3 rules, of course minus cyber and magic. the condition monitor really lends itself well to the resident evil idea of health.
I ran a campaign where the Awakening happened in 1911 instead of 2011. The campaign ran in several phases. The first phase was Prohibition Era America. Everyone was really freaked out by the Awakening and Prohibition included the use of magic. That drove most mages either underground or out of the country (I should point out that the US did not fragment in this campaign). The players worked in the underground for people like the bootleggers and all that, but also for companies that illegally used magic anyway.
The second phase was set in WWII. Magic didn't play too much of a role because the various nations like Germany and England used their mages hard in the beginning and lost many of them. Think the Battle of Britain with Astrally Projecting mages escorting and attacking the bomber groups via summoned spirits, similiar raids against military factories and political targets. Very high losses until those were curtailed. Japan suffered rather the same fate with their mages against the Chinese leading up to the war with the US. The US, of course, had either driven out or forced underground its mages, so it came up short when the war started. The players were either in commando units, airborne or the like. A lot of one off missions just to try different things.
The bugs didn't turn up until the 1960's and 1970's, but we didn't play in that era as the group had broken up by then.
| QUOTE (Thane36425) |
| Japan suffered rather the same fate with their mages against the Chinese leading up to the war with the US. |
| QUOTE (PBTHHHHT) |
| For seem reason, I envision lots of Chinese phys ads (though they're not aware they're phsy ads) from the martial arts practitioners who start to do amazing things in fighting against the Japanese invaders. Course, the Japanese will have a few too, but... anyway, just lots of physical fighting craziness. heh. |
| QUOTE (jrpigman) |
| A shiny new quarter for the man who converts SR to steampunk... |
| QUOTE (Thane36425) |
| I ran a campaign where the Awakening happened in 1911 instead of 2011. The campaign ran in several phases. The first phase was Prohibition Era America. Everyone was really freaked out by the Awakening and Prohibition included the use of magic. That drove most mages either underground or out of the country (I should point out that the US did not fragment in this campaign). The players worked in the underground for people like the bootleggers and all that, but also for companies that illegally used magic anyway. |
| QUOTE (Wounded Ronin @ Mar 15 2007, 11:45 PM) |
| Magic = moonshine I like it! Seriously, though, I've played in a number of campaigns where magic was very rare set in historical or present day settings. The big problem is that when magical defenses or opposition is rare PC magic becomes super powerful. Astral scouting is uber when magical security is rare. |
...in space, no one can hear the mage scream when he tries to cast that force 6 spell.
| QUOTE (Thane36425 @ Mar 16 2007, 05:48 AM) |
| The solution there was that the players always encountered magical opposition, kind of like runners do. On the other hand, the mages (only one player was a mage, two others were physads, and one was mundane) had to be really careful because I ruled that virtually all soldiers had experience with magic from basic training, so raining spells on a unit was a sure way to get noticed quickly and bring down a hell of a lot of firepower on your position. Also, enemy mages could be callde up, just like artillery fire could be called for. Granted that might be rapid response on the Astral with spirits in tow, but that mage could find the enemy mage and relay their position so the mundanes could hammer it. The players got really ticked when I did that to them the first time, using their own tactics against them. |
| QUOTE (Wounded Ronin) |
| Wow, man, that's absolutely godlike. The best part is that the players got pissed off when the NPCs simply imitated their tactics. |
| QUOTE (Kyoto Kid) |
| The one good thing with the BP chargen system, there need be no parallel for Magic as with the Priority scale. I tend to wince at most space games "substituting" things like Psi of "Force like" powers to replace magic and spells. This is one of the reasons I liked Traveller. |
...actually, I tend to prefer my space gaming with no "Overt Mystical" powers involved.
As to the Matrix Style Computing, that is another feature of Shadowrun that I feel adapts very well to a Futuristic setting and is also part of what attracted me to using the SR3 system for a Futuristic setting.
| QUOTE (Kyoto Kid @ Mar 16 2007, 09:46 AM) |
| ...in space, no one can hear the mage scream when he tries to cast that force 6 spell. |
You want some fun..
..Try Space 1889, with SR mechanics and Magic !!
Or the Castle Falkenstein setting, using SR rules for a nice Steampunk feel.
...played space 1889. Actually liked it. Wanted to try SteamPunk, but couldn't find anyone else in my locale who played.
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