GURPS Shadowrun, For those that are interested... |
GURPS Shadowrun, For those that are interested... |
Nov 16 2013, 01:41 AM
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#1
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
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Nov 16 2013, 09:46 AM
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#2
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Neophyte Runner Group: Members Posts: 2,070 Joined: 19-May 12 From: Seattle area Member No.: 52,483 |
The big problem I have found with translation is that the GURPS system doesn't reliably encompass what Shadowrun magic does, as per fluff. Things like distinctions between astral and mundane, initiation, metaplanes, spiritual possession, manifestation and so on - in Shadowrun these are very important and meaningful things. In GURPS they have to be tacked on.
I would rather start from the beginning, perhaps revamps the GURPS rules a little bit, but then rewrite a lot of the background material for compatibility with GURPS rules with a minimum of drama. Just because GURPS is a clean system does not mean that the system mechanics do what you want them to. |
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Nov 16 2013, 09:45 PM
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#3
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Moving Target Group: Members Posts: 746 Joined: 26-February 02 Member No.: 459 |
The big problem I have found with translation is that the GURPS system doesn't reliably encompass what Shadowrun magic does, as per fluff. Things like distinctions between astral and mundane, initiation, metaplanes, spiritual possession, manifestation and so on - in Shadowrun these are very important and meaningful things. In GURPS they have to be tacked on. -- GURPS is pretty modular which is why you can have the vanilla skill magic system in core, but also Ritual Path Magic and the odd variants from Thamautology. QUOTE I would rather start from the beginning, perhaps revamps the GURPS rules a little bit, but then rewrite a lot of the background material for compatibility with GURPS rules with a minimum of drama. -- It's a waste of time to try and port the Shadowrun mechanics (any edition) over, in my opinion. Its better to take existing GURPS mechanics and wrap fluff around it, which I think is what you're saying too. |
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Nov 17 2013, 03:14 AM
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#4
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Neophyte Runner Group: Members Posts: 2,070 Joined: 19-May 12 From: Seattle area Member No.: 52,483 |
-- It's a waste of time to try and port the Shadowrun mechanics (any edition) over, in my opinion. Its better to take existing GURPS mechanics and wrap fluff around it, which I think is what you're saying too. Pretty much. The basic ideas are mismatched with GURPS, which means that it's easier to start with GURPS and rewrite the fluff to make sense with that ruleset. That's the interesting part about different rulesets - how well they represent different worldviews. |
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Nov 17 2013, 03:39 AM
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#5
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
GURPS! For when you want to play a different game entirely, and yet don't!
~Umi |
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Nov 21 2013, 03:37 AM
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#6
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Running Target Group: Members Posts: 1,379 Joined: 16-April 02 From: the LI shadows Member No.: 2,607 |
I agree, that it's far better to take existing GURPS material & adapt fluff to a usable "GURPS Shadowrun".
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Nov 21 2013, 04:40 AM
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#7
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Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
Introducing, GURPS NERPs! For all your commodity valuation transaction and service needs!
~Umi |
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Nov 26 2013, 11:15 PM
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#8
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Running Target Group: Members Posts: 1,379 Joined: 16-April 02 From: the LI shadows Member No.: 2,607 |
GURPS Nerps. For the kids. Now in smooth menthol and cleansing eucalyptus.
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Dec 25 2013, 11:16 PM
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#9
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Neophyte Runner Group: Members Posts: 2,070 Joined: 19-May 12 From: Seattle area Member No.: 52,483 |
I gave this topic some additional thought, after unearthing some of my old GURPS books, and here's my take on how I'd approach it:
One lazy Sunday of taking notes, and you should be ready to roll. If you want to be more prepared, just run through the GURPS systems you choose and make flowcharts for your players, so that they know how to achieve things in your campaign. The GURPS network creation system is also pretty milieu agnostic, so you can use that as well. You may want to slightly modify the implications of necromancy or its link to summoning things to make it more usable, but that's up to you. |
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