Running Shadowrun in D&D 4E

I ran a game set in the Shadowrun setting but using D&D 4E rules at my favorite convention (AnonyCon) last weekend. The game was a great success, I think, both as a game and at getting the Shadowrun feel through the D&D rules. I thought other people might be interested in hearing about it.

I started off with an idea for a Shadowrun game that I thought would be fun to run, but when I started looking at the rules, I decided that it was just way too complicated to get up to speed. So instead, I used the D&D 4e rules, but I "reskinned" everything to give it a Shadowrun flavor. I renamed powers, changed descriptions, and listed feats as being based on "cyberware." From a mechanical standpoint, the characters were (almost) exactly equivalent to standard D&D 4E characters. The only major difference is that I increased most ranges--in particular, I would give an assault rifle (mechanically a longbow) a range like 20/200, meaning that with a range penalty they can shoot anything on the map.

I designed all of the characters. My method was to start with a Shadowrun concept, then identify a class that I thought could represent it well, and then build a character to fit the concept. So, the first character was a street samurai, a standard rifle-wielding, chromed up combatant. I built that character as a bow ranger, renaming and redescribing powers along the way. A more complicated example was the idea of a heavy weapons specialist--I built that character as an invoker. In each case, as I picked powers, I always asked myself, "how can I reskin this power so it fits the concept?" If I couldn't, or if it was a stretch, I just picked a different power. I then filled them out with feats and D&D equipment, and then I reskinned that equipment so that it fit the Shadowrun feel. A magic bow that gets a bonus on missed attacks? That becomes a rifle with a Smartgun link and Ares AutoAimCorrect. Neck items were sorta the hardest, since the PCs need them to make the math work, but they don't have a clear analog--so those tended to become bioware, except on magic characters, where they became foci and minor magic items. I've attached the mechanical parts of the characters, so anyone who's curious can check them out.

When in doubt, I would reskin things. The players always can see the D&D underpinnings of the character, so you always want them to have ways of thinking about it that keep them immersed in the Shadowrun feeling. The Hunter's Quarry power is actually perfectly reasonable as-is, but every time they say "I make them my quarry" they feel like they're playing a ranger in the dungeon somewhere. When you reskin that to "I activate my tracking computer and designate that Renraku corp security guard as my target," it feels like Shadowrun. Similarly, I encouraged the players to narrate their actions as often as possible--the goal is to get the imagination focused on "I fire my Predator heavy pistol twice" instead of "I use my Twin Strike at will power, ho hum, still just D&D."

Party role mix (and monster mix) is also different. In Shadowrun, healing is generally scarcer, and ranged combat predominates. That means you want a lot of strikers, some controllers (who can be either magical or martial in feel, whatever class they are in mechanical terms), and few defenders or leaders. That makes combat faster and deadlier, which again, fits the feel that you're going for. I didn't try it, but mods that reduce monster hp and increase damage would also likely work well. For enemies, use lots of artillery, lots of ranged minions, and relatively light amounts of melee oriented enemies. Brutes are typically better than soldiers. Don't worry about what the monster's description is--look for a monster that fits the right role and figure out if you can reskin its powers. So a Gnome Entropist became a Renraku Red Samurai rifleman, with some of its powers represented as flash-bang grenades and a smoke canister for invisibility. The fit doesn't have to be perfect--just make the narration and description get the right feel, while having the mechanics close enough.

Also, write an adventure that fits the feel, not D&D norms. Shadowrun games are typically heists: you get hired to do something, you research the target and plan the run, you start the run, it all goes to pieces and you scramble to make it out alive and to finish the mission anyway. So for a Shadowrun in D&D game, follow the same pattern. You don't want it to feel like a dungeon crawl in a corporate facility. Skill checks and skill challenges are your friends.

Anyway, I thought it was great fun and a successful experiment. I look forward to trying it again in the future. It would be a lot harder to run a campaign in this style, but I think still doable. The biggest problem is that whoever is building the characters has to accept that some powers may be effective, but if they're too hard to reskin, they shouldn't get picked. But that also provides motivation to come up with good justifications--if you can justify that new power as being the result of your awesome piece of cyberware, that's great. If I were doing it again, I'd want to check out the Gamma World stuff--there's probably some useful stuff to steal. Also, there are some obvious examples of other character types to build (bow warlord or laser cleric for a ranged leader, a wizard character representing a Shadowrun mage, etc.)
 

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I have to say this is really cool. I love this kind of stuff, and I have a friend who wanted to do something similar, but he didn't want to put in the effort. Good job man, it all works and looks really good. Did you worry about tracking bullets and ammo?
 

As the guy playing the street samurai, I thought the characters felt great. I loved that (iirc) my targetting computer was point blank shot, for instance. While a few Shadowrun staples were missing, such as astral projection and taking damage to do more damage, I was sort of astonished by how well the feel translated over.

The one frustration was something I've seen in every Shadowrun game I've played in, though: excessive planning (an hour and a half, maybe) to research a run that we all knew was going to self-destruct the moment we hit an obstruction. We couldn't help ourselves, though. We had this mindset of "we need to reach consensus on a plan, because it'll definitely be a trainwreck if we don't, and it'll only maybe be a trainwreck if we do." That's my least favorite part of any heist game, and I'm not sure how to get around it.

We did our research through a skill challenge, and I'll be interested in Cerebral Paladin's view of whether that eased or slowed things. I'm honestly not sure.

The twist at the end of the adventure was brilliant and was one I hadn't seen coming. Very fun. I also loved the concept that the hacker could use his drone (aka the beastmaster ranger's animal companion) even while jacked into the net. Neat solution to a traditional Shadowrun problem.

It's been too long since I've played Shadowrun; how fast are the fights? I like fast fights in general, and wonder if 4e D&D/Shadowrun is a good candidate for raising monster damage / lowering monster hit points. The minion concept definitely is awesome for this game. Getting chased across an apartment block by literally dozens of soldiers is pretty damn invigorating.
 

Thanks for the game report, CP.

Back in the days of D&D 3e, we'd periodically have threads about running Shadowrun using D20 Modern. Frustratingly, throughout those years, there'd be static from all the naysayers who insisted that Shadowrun without dice pools and mages that shoot guns as well as any street samurai, then....well, it simply wasn't Shadowrun, darn it. Unthinkable!

I championed the simple truth that the system and the setting are distinct from each other, alas to no avail. It was during the course of one such thread that 4th Edition was announced, and that system would abandon components like dice pools. I've rarely felt such sweet vindication. So warm, so gooey. It was glorious, I tell you.

Good to see folks open to experimentation.
 
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The one frustration was something I've seen in every Shadowrun game I've played in, though: excessive planning (an hour and a half, maybe) to research a run that we all knew was going to self-destruct the moment we hit an obstruction. We couldn't help ourselves, though. We had this mindset of "we need to reach consensus on a plan, because it'll definitely be a trainwreck if we don't, and it'll only maybe be a trainwreck if we do." That's my least favorite part of any heist game, and I'm not sure how to get around it.
I've been playtesting a solution to this, but it's system-neutral... is this the right thread for it?

Cheers, -- N
 

Nifft, I'd love to hear your solution to the heist problem, either here or in a separate thread. I've been batting around some ideas for a heist focused RPG, but I haven't made enough progress to share yet. Part of the key is that the planning needs to be part of the fun, but it can often go on too long--the first time I ran this game I had to actively say "enough already, time to start the run whether you're ready or not."

Re: PC's questions about the skill challenge during the planning phase: I don't really see any way to avoid it within a normal style game. I mean, the players have to be able to get some information, but it's lame to just get handed all the info up front (and that eliminates the possibility of figuring out the twist early, which I want to be possible but not a given). I feel like the skill challenge aspect avoids the problem of "now one player interacts with the GM, doing a variety of information gathering while the rest twiddle their fingers," but it may slow down the process a little relative to a more free-form approach. Still, I would do it the same way next time.

I think fights in Shadowrun often are fast, and they're very often supposed to be fast, even if they're not in practice. Next time I'll try the reduce hp/increase damage option--I bet it will make things better. It makes things swingier and makes ambushes and first actions more important--but that's very true to the Shadowrun feel.

invokethehojo, we didn't track ammo (etc.) at all. To be honest, counting every bullet always struck me as pretty lame in Shadowrun, too, and I typically just hand-waved it. I tend to prefer "buy a bunch of clips up front, buy a couple more between runs, don't sweat the details." The only exception is if the PCs have things that are really limited in numbers (like they only have one, or two, or three), where counting them makes sense.
 

The one frustration was something I've seen in every Shadowrun game I've played in, though: excessive planning (an hour and a half, maybe) to research a run that we all knew was going to self-destruct the moment we hit an obstruction. We couldn't help ourselves, though. We had this mindset of "we need to reach consensus on a plan, because it'll definitely be a trainwreck if we don't, and it'll only maybe be a trainwreck if we do." That's my least favorite part of any heist game, and I'm not sure how to get around it.
True, those Ocean's movies make planning and prep work for an ambitious crime look way too easy.

My general experience is that if the GM is "black-boxing" crucial elements of the run, then you'll wind up just gunning the whole thing. The team will be caught with their flies open at some crucial stage, faced with some surprise obstacle they might have been able to plan around, but can't improvise around. So, you don't have the password needed to proceed past this security checkpoint you didn't know about? The heck wit it then. Roll initiative.
 

It's cinematic, but I'm now considering how cool it would have been to start the game in media res, with a first small, fun firefight that you'd decide we couldn't avoid during our infiltration. Run two rounds of that and end on a high point. Then flash back to the job offer. I'd bet we'd have hurried up planning so that we could figure out how the fight finished.

I've generally become a proponent of the GUMSHOE (aka Esoterrorists, Trail of Cthulhu, Fear Itself, etc.) method of clues: just give the players all the info they could possibly get, and make the fun part be "what does the group do with this?" You feel pretty badass if you know up front about a ventilation shaft that you decide to climb, even though you don't know about the guards who are watching it.
 


Nifft, I'd love to hear your solution to the heist problem, either here or in a separate thread. I've been batting around some ideas for a heist focused RPG, but I haven't made enough progress to share yet. Part of the key is that the planning needs to be part of the fun, but it can often go on too long--the first time I ran this game I had to actively say "enough already, time to start the run whether you're ready or not."
Sure thing.

What I do is tell them to make a total of four Legwork rolls. Right now the rolls are labeled "Matrix" (includes hacking and covert datasearches), "Legal / Historical" (includes extraterritoriality borders and matters of public record), "Social" (includes contacts), and "Magic" (includes background count / aspecting). They can use Edge on these rolls, and they can use up to one contact per Legwork roll.

Record the successes of the four rolls. These successes are a measure of how good the PC's planning is. They are used for three things:

1/ Immediately give the PCs some info based on how well they rolled. This is either basic background info (if they rolled poorly) or info which pertains directly to their plan (if they have one and rolled well).

2/ During the run, any PC can spend these successes as auto-successes on checks relating to the run -- and they can apply these auto-successes after failing the check. For example, they're trying to pick a lock, and miss by two. The player declares that he's spending two points from the Social pool, and isn't it lucky that the secretary he seduced last night had this combination on a post-it in her purse. If you spend multiple points in this way, all points must be from the same pool.

3/ During the run, any player can spend a success to make a minor declaration: he spends the point and dictates a minor environmental detail. Mechanically, this means you can spend a single Legwork success to gain a check when one would otherwise not be allowed. (You cannot declare details which would allow automatic success.) The best use for these are when you've got a general description which could go either way. For example:
-> "Does this scattered array of construction materials for the new arcology grant me cover from the drone's suppressive fire?"
Spend a point of Legwork and you tell me.
-> "Okay, it turns out these are the lobby's ceiling tiles, so they are reinforced with kevlar because of that regrettable robbery last year, when a valuable executive on the 5th floor was killed instantly by a stray bullet."
Cool, you dodge from cover to cover as you make your way to the exterior fence. Roll Reaction + Edge, please.

- - -

We've played a few sessions with this mechanism in place, and it works great, and the players like it. It's had its tires kicked on Dumpshock too.

However, in writing this it does look rather biased towards dice-pool rather than d20. Oh well. If you can make 4e feel like Shadowrun, perhaps you can adapt this too. :)

Cheers, -- N
 

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