![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
i'm thinking about restarting my star wars campaign with a new group after getting my grubby mitts on the sith edition of force unleashed (tusken skarkiller with unstable yellow crystal lightsaber FTW!!!). i used to run a saga edition group back when d20 radio was a single podcast and on episode 2 but that group has long drifted apart. the new group isn't really keen on learning another variant of the d20 system (most of the current players are already in a 3.5 AND 4e campaign) and they're looking for something different as a change of pace. i've always liked the core mechanics of shadowrun and am strongly leaning towards this system as the basis for the campaign. the other reason is simply $$$; i've already got all the core SR 4e books so there won't be an additional expenditure on my part. so, here's the question... what changes would you make to SR to make it feel more like star wars? here are some of the things i've thought of...
the force/magic: only allow mystic adepts (ie. the magic type in shadowrun that allows people to take physical adept powers and spells but no astral projection). for me, that pretty much solves alot with a simple restriction. force users who want to go the "sorcerer" route can still spent their entire magic point allotment on spells and jedi lightsaber whizzes can use them all on phys ad powers. the only other thing i would add/modify would be be a phys ad power called Lightsaber parry costing .5/level that allows those armed with a lightsaber a chance to deflect ranged shots. hackers/droids: i'd dissallow full VR hacking as they don't really fit in with the movie trilogy hacking by R2 we've seen. pretty much any full out of body in game actions (astral projection, full VR hacking, etc) slow down the game immensely (even with the sr4 rules) and the group will be new to SR4 so i'd rather them getting used to the core rules before doing that stuff. maybe at a later date i'd incorporate it but not for the beginning. obviously, any AI or cyberthreats (as well as astral ones) would have to be toned down appropriately as the group can't use the most effective ways of handling them. cybernetics: star wars does allow almost complete cyber replacement (vader, grevious, the force unleashed's starkiller evil ending) but it's extremely uncommon. i'm not sure if it's better to increase the availability threshold on the items or simply make them prohibitively expensive. i'd need to do one and i'm leaning towards upping the availability threshold on cyberware/bioware by 50%. by increasing the difficulty in obtaining even the more mundane cyberware, i curtail the cyberzombie problem (or goal) that some players have. weapons/tech: not too much to change here. assault rifles become blaster rifles, heavy pistols become heavy blaster pistols, etc. just add "blaster" somewhere in the name of most of the shooty weapons and we're ok. drones = droids. the lightsaber gets the stats of a monofilament whip (as well as the dangers in using) and gets its own exotic weapon skill. vehicles: here is another problem for me as a GM. i've never done a vehicle heavy SR game and frankly i find the SR4 rules for vehicles clunky. since i'm not too familiar with them, i don't want to go in and start house ruling stuff as my changes may end up being for the worse instead of better. initially, during character generation, i'll explain that we won't be doing much in the way of vehicle combat. if players want to go that route, i'll ask them to tell me ahead of time and i'll allow them to change their skills/purchase retroactively in the future if we become comfortable with the vehicle rules. in the beginning, i feel comfortable using jet packs and speeder bikes and such but there won't be in space dogfighting. as with hacking/projection, no full VR rigging. experience/THE DARK SIDE!! mwuuhhaaaaa!!!!: don't know what to do here. do i incorporate a "dark" karma system of some sort? if you accomplish something via an evil route, you get a "dark karma" point. i'd also probably offer each player a "free" dark karma point that they can use each game, probably offered when the critically fail or need just a little bit more effort, which will also add to the "dark karma" total. at what point threshold should the dark karma officially turn the character to the dark side? i'd allow them to spend their normal karma earned throughout the game to remove dark karma (one for one), using the same reasoning as in saga that they're mediating/atoning for their actions. i've played in campaigns where GM's allowed evil characters and the players ALWAYS screwed up the fun for the non-evil players by messing with them. i don't want to deal with that so if someone goes dark side, they become an NPC. the question is how they go dark side mechanically. soooo.... any other ideas?? |
|
|
![]()
Post
#2
|
|
Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 ![]() |
Star fighter battles are going to be the hard part. You're going to need stats for those first off. I'd suggest basing them very loosely off of the t-birds for a base line, so that you at least have a few different sets of stats to work with, then jack up the speeds. That way there's at least rules for maneuvers and armor levels for combat vehicles with heavy weapons.
I'd suggest restricing summoning/conjuring to only specially skilled Sith btw. Doesn't really fit with anyone else. You'll also have to find something appropriate for astrogation. Maybe computers? The Navigation skill gets a lot more important. (IMG:style_emoticons/default/biggrin.gif) For jedi - Combat Sense Adept power should be a must. That and Iron Will. "Control! You must learn control!" Combat spells are definitely going to be dark side. No jedi throwing lightning bolts. I'd suggest dark side paths would include special ordeals for Initiation to make your cost lower, like blood magic sacrifice instead of self sacrfice ("Quicker, easier. Not stronger"). Dark side traditions such as Sith, and the Jedi would be magical groups. |
|
|
![]()
Post
#3
|
|
Moving Target ![]() ![]() Group: Members Posts: 431 Joined: 15-April 10 Member No.: 18,454 ![]() |
SR (with the modifications you noted) would be a good consistent base for a Star Wars game.
Just remember that the vehicle rules are primarily for chases and not tank battles, and most players use vehicles in chase scenes in the movies. Even the attacks on the Death Star were essentially chases. The Lightsabers probably need to have some damage over time ability added (remember Qui Gon melting through the blast doors during the beginning of Episode 1?). Actually if you added the fire elemental effect to them so that they go against 1/2 impact -4 armor, that might be enough. Lets face it, unless it was central to the story, nobody lived through a Lightsaber hit. |
|
|
![]()
Post
#4
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,717 Joined: 23-March 09 From: Weymouth, UK Member No.: 17,007 ![]() |
Someone lived through a lightsaber hit? Oh wait, the ones who lost limbs...
|
|
|
![]()
Post
#5
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
Star fighter battles are going to be the hard part. You're going to need stats for those first off. I'd suggest basing them very loosely off of the t-birds for a base line, so that you at least have a few different sets of stats to work with, then jack up the speeds. That way there's at least rules for maneuvers and armor levels for combat vehicles with heavy weapons. You'll also have to find something appropriate for astrogation. Maybe computers? The Navigation skill gets a lot more important. (IMG:style_emoticons/default/biggrin.gif) not too worried about star fighter battles in the beginning as i'm not planning on allowing vehicle stuff larger than a speeder in the beginning. i'll be doing either clone wars era or old republic era during the sith wars and will probably strand them on a backwards planet in the beginning (not too much access to vehicles). I'd suggest restricing summoning/conjuring to only specially skilled Sith btw. Doesn't really fit with anyone else. *snip* No jedi throwing lightning bolts. I'd suggest dark side paths would include special ordeals for Initiation to make your cost lower, like blood magic sacrifice instead of self sacrfice ("Quicker, easier. Not stronger"). Dark side traditions such as Sith, and the Jedi would be magical groups. hadn't thought about initiation yet but that's a good idea. initiation at a lower cost at the expense of dark karma.... also, i'll probably make *most* summoning/conjuring a dark side thing also; hadn't thought of that one either. The Lightsabers probably need to have some damage over time ability added (remember Qui Gon melting through the blast doors during the beginning of Episode 1?). Actually if you added the fire elemental effect to them so that they go against 1/2 impact -4 armor, that might be enough. Lets face it, unless it was central to the story, nobody lived through a Lightsaber hit. 8P at -4 is pretty hefty as is for the monofilament whip/lightsaber but you're right that laser weapons are generally half impact. i'd be hesitant to use both but i'll consider half impact instead; the lazy GM in me prefers the straight -4 though as its less work, lol. as for the fire effect, people don't seem to be catching on fire in star wars from repeated light saber strikes and the existing laser weapons don't have a fire effect in SR so i'll probably keep it normal physical damage for now. |
|
|
![]()
Post
#6
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 ![]() |
Reminds me of the old West End Games d6 edition. Every character, capable of serious heroics right out of the box - just as long as you kept rolling sixes.
Sounds familiar, amirite? (IMG:style_emoticons/default/biggrin.gif) |
|
|
![]()
Post
#7
|
|
Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Reminds me of the old West End Games d6 edition. Every character, capable of serious heroics right out of the box - just as long as you kept rolling sixes. Sounds familiar, amirite? (IMG:style_emoticons/default/biggrin.gif) Personally, I'd even rather use the West End Games d6 rules. I like Shadowrun as much as the next guy -- I mean, duh -- but I've never been a big fan of trying to swap game mechanics around. The WEG Star Wars was one of my first RPGs, and I always had a blast playing it...if it ain't broke, why "fix" it by using a whole different game? I'd rather keep my Shadowrun in Shadowrun, and vice versa. |
|
|
![]()
Post
#8
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 ![]() |
Personally, I'd even rather use the West End Games d6 rules. I like Shadowrun as much as the next guy -- I mean, duh -- but I've never been a big fan of trying to swap game mechanics around. The WEG Star Wars was one of my first RPGs, and I always had a blast playing it...if it ain't broke, why "fix" it by using a whole different game? I'd rather keep my Shadowrun in Shadowrun, and vice versa. You and I both, really. I weaned myself on WEG SW, SR1/2 and D&D2A - and those three are really all I've played ever since. |
|
|
![]()
Post
#9
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
Personally, I'd even rather use the West End Games d6 rules. I like Shadowrun as much as the next guy -- I mean, duh -- but I've never been a big fan of trying to swap game mechanics around. The WEG Star Wars was one of my first RPGs, and I always had a blast playing it...if it ain't broke, why "fix" it by using a whole different game? I'd rather keep my Shadowrun in Shadowrun, and vice versa. that's very noble but not an option for me. i own the shadowrun books (and like/understand the basic mechanics) whereas i don't own the WEG rules let alone know them. so, now that me buying up a collection of books that is OOP for at 15+ years is off the table... got any ideas on how to make SR4 work for star wars? |
|
|
![]()
Post
#10
|
|
Moving Target ![]() ![]() Group: Members Posts: 431 Joined: 15-April 10 Member No.: 18,454 ![]() |
that's very noble but not an option for me. i own the shadowrun books (and like/understand the basic mechanics) whereas i don't own the WEG rules let alone know them. so, now that me buying up a collection of books that is OOP for at 15+ years is off the table... got any ideas on how to make SR4 work for star wars? I would also disallow manipulation spells with Elemental effects. They don't really have the feel of the movies. Even force lightning from the movies seemed like it was a suprise to the Jedi when they ran into it. I recommend that the Sith characeters take their mentors as enemies, and/or their friends.... |
|
|
![]()
Post
#11
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,095 Joined: 26-February 02 From: Seattle Wa, USA Member No.: 1,139 ![]() |
I guess my big question is WHY? ok you don't want to do d20, fine but there are a TON of fan conversions for many systems out there. Some of them I'm sure are free to (Savage Worlds is $10 which is my favorite conversion). I guess what is it that Shadowrun brings to the table that the other systems don't, assuming your costs would be near the same (as I'm sure we might even find a game you already own with a conversion)?
[edit] You also mentioned you like the mechanics. I know there are a couple Mage conversions out there, is that something that you own and would interest you? |
|
|
![]()
Post
#12
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Friends in melee bonuses will have to be tweaked so jedi can't be punched out by 5 fat rental cops.
|
|
|
![]()
Post
#13
|
|
Moving Target ![]() ![]() Group: Members Posts: 105 Joined: 17-February 09 Member No.: 16,889 ![]() |
the only other thing i would add/modify would be be a phys ad power called Lightsaber parry costing .5/level that allows those armed with a lightsaber a chance to deflect ranged shots. This could work by allowing the character to parry blaster shots like melee attacks, i.e. with Reaction+Exotic Weapon (Lightsaber). I'd split the Parrying specialisation to Parrying (Melee) and Parrying (Ranged) in that case. QUOTE hackers/droids: i'd dissallow full VR hacking as they don't really fit in with the movie trilogy hacking by R2 we've seen. pretty much any full out of body in game actions (astral projection, full VR hacking, etc) slow down the game immensely (even with the sr4 rules) and the group will be new to SR4 so i'd rather them getting used to the core rules before doing that stuff. maybe at a later date i'd incorporate it but not for the beginning. I'd consider these options: A) All hacking is handled by droid NPCs. The GM simply decides the results as appropriate. B) There is no VR, WiFi, accounts and ICE. If you want to hack a node you need to find an access port and then you just use Skill+Program against Response+Firewall. If you win, the system executes this command. If you don't, it gets a single attack with Response+Attack Utility (if loaded) against you that deals stun or physical damage depending on the security level of the node. The DV equals Attack utility rating + successes resisted with System+Armor (if loaded). QUOTE cybernetics: star wars does allow almost complete cyber replacement (vader, grevious, the force unleashed's starkiller evil ending) but it's extremely uncommon. i'm not sure if it's better to increase the availability threshold on the items or simply make them prohibitively expensive. i'd need to do one and i'm leaning towards upping the availability threshold on cyberware/bioware by 50%. by increasing the difficulty in obtaining even the more mundane cyberware, i curtail the cyberzombie problem (or goal) that some players have. In the movies cyberware acts as a replacement but does not boost capabilities beyond the human norm. Even cyberzombie Darth Vader was not physically superior to Obi Wan or Luke. General Grevious was very agile and had four arms, but this could also be normal features for his race. He was visibly suffering from bad health and had been fighting with lightsabers without proper training, so his 'ware could just have been to compensate disabilities. On the other hand, the movies do not present a single character who got cybered up just for the bang, even if some guys like Boba Fett would definitely go down that route if it existed. This, however, is a very important factor for the conversion because it would severely limit mundane characters compared to the force users. Still, I'd consider disallowing all mods that give a boost to attributes (especially Initiative boosts) or limit them to +1 at most. Also, putting some wires into your meat is always portrait as something that makes you more inhuman, so you might punish losing essence with additional darkside points. As compensation you could declare all PCs to be "force sensitive" by default - they have much larger Edge pools than the mooks, after all - and allow them to buy some low-key force powers with Karma later on. QUOTE the lightsaber gets the stats of a monofilament whip (as well as the dangers in using) and gets its own exotic weapon skill. Great idea! QUOTE vehicles: here is another problem for me as a GM. i've never done a vehicle heavy SR game and frankly i find the SR4 rules for vehicles clunky. Shadowrun's vehicle rules don't really fit to space fighter dogfights and the like. I'd just use the normal combat rules with heaps of GM fiat. In order to preserve the cinematic feel things should be loud and fast. "Suddenly, one of the capital ship's turrets fires a laser salvo in your direction while a small wing of enemy fighters emerge from the asteroid field before you. What do you do?" |
|
|
![]()
Post
#14
|
|
Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 16-March 05 From: 51° 16' North 7° 11' East Member No.: 7,168 ![]() |
There's a free OGL download of D6 2nd Edition.
|
|
|
![]()
Post
#15
|
|
Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 ![]() |
I would also disallow manipulation spells with Elemental effects. They don't really have the feel of the movies. Even force lightning from the movies seemed like it was a suprise to the Jedi when they ran into it. The Jedi in the movies were surprised by it because they hadn't seen a proper Sith in, well, ever for most of them. Sith sorcery had all kinds of elemental effects, force lightning only being one of many. It's more a question of what era the game is going to take place in. Jedi will be adepts mainly, with very few spell abilities . Some healers will have access to health spells for example, or even physical barrier in some rare cases. Magic Fingers certainly comes to mind, as does levitate of course. It's going to have to be very specific and laid out. |
|
|
![]()
Post
#16
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,188 Joined: 9-February 08 From: Boiling Springs Member No.: 15,665 ![]() |
I would also get rid of mana warps and mana voids as the Force is most certainly seen being used in space.
Now aspected mana is shown (Yoda's little vacation home (IMG:style_emoticons/default/grinbig.gif) ) |
|
|
![]()
Post
#17
|
|
Target ![]() Group: Members Posts: 99 Joined: 23-June 10 Member No.: 18,747 ![]() |
The Jedi in the movies were surprised by it because they hadn't seen a proper Sith in, well, ever for most of them. Except Yoda, of course, who was cool as a cucumber when Tyranus whipped out his FL. "Okay, here comes the lightning, block it with my lightsaber, on to the next thing..." |
|
|
![]()
Post
#18
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
This could work by allowing the character to parry blaster shots like melee attacks, i.e. with Reaction+Exotic Weapon (Lightsaber). I'd split the Parrying specialisation to Parrying (Melee) and Parrying (Ranged) in that case. I'd consider these options: A) All hacking is handled by droid NPCs. The GM simply decides the results as appropriate. B) There is no VR, WiFi, accounts and ICE. If you want to hack a node you need to find an access port and then you just use Skill+Program against Response+Firewall. If you win, the system executes this command. If you don't, it gets a single attack with Response+Attack Utility (if loaded) against you that deals stun or physical damage depending on the security level of the node. The DV equals Attack utility rating + successes resisted with System+Armor (if loaded). here's a question. for the normal SR4 missle parry rule, do you get that IN ADDITION to the reaction test to dodge an incoming slow missle (like an arrow) or is in INSTEAD of that roll? i know it's used once per phase as a free action. i'll still allow hacking to be used by characters via a commlink but the range will be severely limited at best (only certain systems will allow wireless connections) and you'll get a bonus if you're physically jacked into whatever you're trying to hack (ala R2D2) to give players the added motivation to get closer instead of wirelessly doing everything. since i'm not allowing full VR, i'll be dumbing down any countermeasures to match the lower meat/physical stats the characters will be using without the VR bonuses. the SR4 hackable tshirt and stick of gum will be gone (no RFIDs). I would also get rid of mana warps and mana voids as the Force is most certainly seen being used in space. cool, hadn't thought of that one. i'll have to get rid of that. thanks! Except Yoda, of course, who was cool as a cucumber when Tyranus whipped out his FL. "Okay, here comes the lightning, block it with my lightsaber, on to the next thing..." kind of off topic but yoda was 900 years old and a young knight when the last batch of sith were fought by the jedi order (he fought them on dagobah and discovered the dark side cave there then) according to the comics. while the other jedi may have heard of force lightning, i'm sure it was suprising/shocking/crap your pants scary for them to see it for the first time. for yoda, it was just like old times. |
|
|
![]()
Post
#19
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
kind of off topic but yoda was 900 years old and a young knight when the last batch of sith were fought by the jedi order (he fought them on dagobah and discovered the dark side cave there then) according to the comics. while the other jedi may have heard of force lightning, i'm sure it was suprising/shocking/crap your pants scary for them to see it for the first time. for yoda, it was just like old times. Well... Mace Windu did not seem all that surprised when he fought the Emperor either... Just because it was not seen often, does not mean that the Jedi order never encountered it... there were, after all, Dark Jedi capable of using Dark Side Powers, of which Force Lightning is only one of... Just Sayin' Keep the Faith |
|
|
![]()
Post
#20
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 ![]() |
I'm working on much the same sort of conversion. But I'm jacking the weapon, damage and vehicle rules from another system.
|
|
|
![]()
Post
#21
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
I'm working on much the same sort of conversion. But I'm jacking the weapon, damage and vehicle rules from another system. i'd be interested in seeing what you're doing with them as shadowrun seems lethal enough for me personally. my goal at this step is to see if i can successfully make a smattering of popular star wars races with the core SR4 races combined with perks/flaws. |
|
|
![]()
Post
#22
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,444 Joined: 18-April 08 Member No.: 15,912 ![]() |
i'd be interested in seeing what you're doing with them as shadowrun seems lethal enough for me personally. my goal at this step is to see if i can successfully make a smattering of popular star wars races with the core SR4 races combined with perks/flaws. I'm taking the stats, and how dice roll in SR4, and combining it with the damage, and combat system of DP9, as it does vehicles way better, but SR4 handles how stats, and skills work better. edit: Its not so much a method I would recommend for you as it requires the purchase of more books to get the rules you need. But I think the systems work well together. Once I patch together the base I need, I'll be making vehicle and force power conversions from a combination of the WEG and D20 star wars books my friends have. |
|
|
![]()
Post
#23
|
|
Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
that's very noble but not an option for me. i own the shadowrun books (and like/understand the basic mechanics) whereas i don't own the WEG rules let alone know them. so, now that me buying up a collection of books that is OOP for at 15+ years is off the table... got any ideas on how to make SR4 work for star wars? You've obviously made up your mind on the matter, but in the interest of clarity I'll state my case in a little more detail. Many of the West End Games D6 rulebooks can be found for cheap on eBay or at used book stores. Cheaper than current-printing Shadowrun books, in fact. I see the core book for $9 in one auction, $10.79 in two others, etc, etc. Yes, there are folks that will always overcharge for OOP material because they see it as a collectible, but in the same vein there are always folks emptying out an old box of books and selling them for next to nothing. My suggestion had nothing to do with "nobility," and everything to do with simple practicality and laziness. Laziness first, simply because I've never been a fan of fixing what ain't broke. To me, the WEG Star Wars game is a mechanically sound foundation from which to run a campaign, and I no I'm not the only one that feels that way. You're free to disagree, of course, or even to simply lack confidence in that assessment due to a lack of experience, but I wanted to make it clear -- it's not about being noble, it's about using what works. And, practically speaking, the WEG system does so. It's a game designed to recreate the feel of the Star Wars books and movies, which Shadowrun is very much not. Many people feel SR4 has gotten a little too cinematic (particularly with certain builds and exploits/loopholes), but even so I'd posit that it's not really cinematic enough to let people pull off the crazy stuff they could in a dedicated Star Wars game. What's more, since the focus of Shadowrun is on the integration of man, magic, and machine, and the focus on Star Wars quite simply isn't -- as you're already discovering with talk about cybernetics and how to handle them -- I think you'd bypass some real issues by not trying to fit a square peg in a round hole. A goodly chunk of Shadowrun's game balance revolves around cybernetic enhancement, not only magical (the magical being easily enough handled by Jedi or other Force User tricks)...and cybernetic enhancement really isn't a major part of the Star Wars mythos. Cybernetic replacement, yes, but not the same level of cyberpunk-style enhancement that's a big part of balancing combat in a game like Shadowrun. Shadowrun's a game of resource micromanagement -- spending Essence wisely, for instance -- and that same focus was never really a part of Star Wars as a game setting. You can spray handwavium all over the place and rename metahumans as aliens, sure, and like I said Adepts and Mages are easily enough combined into Force Users. But it's with the non-Jedi that I think you'll have a real problem, and the problem will be letting them keep up and feel like useful team members. Shadowrun balances out magic -- theoretically -- by letting folks cram themselves to the gills with combatware in order to act faster, take more hits, and sling more dice than their magical counterparts. In Star Wars, that isn't particularly an option, or at least it isn't a particularly common one. Unless you're going for a very gritty feeling Star Wars game, with their own versions of Shadowrun-style street docs and enhancements, I think you'll find the core mechanics of SR4 just don't work terribly well. And if you are going to just run Shadowrun in Space, complete with cyberware/bioware enhancements, Essence ratings, and gunmen that can outreact a Jedi due to those enhancements...well...why not just run regular old Shadowrun? At any rate, good luck. I hope you enjoy the campaign, and I hope spelling out my thinking a little more will at least give you pause, maybe encourage you to fire up eBay or Craigslist and take a look, and do more than write my post off with another snippy comment about nobility. Have a good game, whichever way you try to run it! |
|
|
![]()
Post
#24
|
|
Target ![]() Group: Members Posts: 50 Joined: 30-November 08 Member No.: 16,642 ![]() |
yup, definitely made up my mind. i'll either be doing normal shadowrun or the star wars shadowrun. honestly, i don't see the non-jedi as having a problem, even with the lower cyber level. with magic adepts as the only magic types allowed (and them being quite underwhelming), i'm more afraid of the jedi feeling less useful than the opposite. as for the weg stuff, i'm not interested in hunting down multiple books for a system i'm not familiar with for a campaign that may drift apart quickly (as so many statisically do). while i appreciate the effort, i was kind of hoping my explanation in the first post would address that, lol.
|
|
|
![]()
Post
#25
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Just to throw my opinion intot he ring, In my opinion, there is no better system to portray the over-the-top crazinbess that is star wars than the Feng Shui System... I have had a campaign using this system and it works wonderfully well... everythign is there, ready and waiting to be used...
Like I said, though, that is only my opinion... And you can get the D6 Edition of Star Wars very cheaply... Was the best Star Wars RPG that was ever developed in my opinion, assuming that you do not want to use Feng Shui (Yeah, I am biased)... Though West End put out a massive amount of product while they had the license. I wish that I still had my copies. Keep the Faith |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 21st June 2025 - 09:56 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.