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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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<blockquote data-quote="DrZombie" data-source="post: 1717740" data-attributes="member: 15640"><p>Shadowrun, my precious...</p><p> </p><p> </p><p>As for wich books to start playing : </p><p><strong>Basic handbook</strong> : has enough to start really, you don't <u>need</u> the other books, but some help.</p><p><strong><strong>Companion</strong> is nice, point-based character build, the best option to Build Better Basterds. Meta-races are weird, sometimes cool, sometimes fairly limited, but offcourse, playing a cyclops is kinda cool. Then you've got rules for playing otaku, ghouls, and werebeasts.</strong></p><p><strong></strong><strong>Magic in the shadows</strong> : more spells, spellcaster variants (voodoo, wo-xing or whatever), adept powers and initiation rules. You don't really need it to start, use it when you've played a bit.</p><p><strong>Man and machine</strong> : more cyber-, nano- and bioware, with rules about cybermancy and other weird stuff. My personal feeling is that alot of the extra cyberware are gadgets, like telescoping legs, lasereyes, stuff like that. You don't really need it. There is some more interesting stuff in there, but your game won't suffer if you don't have it.</p><p><strong>Cannon companion</strong> : Guns, guns, guns and some more guns. There are some more combat rules, martial arts rules and they've hidden the Form-Fitting Body-Armor in there, the Street-Sammy Underwear-of-the-year Award-winner. If you wanna know how much damage a dwarf does when you grab him 'round the ankles and smash him into a sec-guard, this is the book for you. Optional rules that complicate the combat, once again your game won't suffer if you don't have it.</p><p><strong>Matrix</strong> : Hmmm. This greatly enhances the rules 'bout deckers, with deckbuilding and software writing rules, some new utilities and new ways to screw over your players. Double-edged sword here, 'cause it'll make your decking more complex I'd say go for it.</p><p><strong>Rigger 3</strong>: A must-have when you wanna play with riggers. All-new ways to build monster-trucks that'll get you through a traffic jam in no time while blasting away those pesky traffic-wardens.</p><p> </p><p>That's the basics. As for add-ons : <strong>Paranormal animals</strong> is a must-have, since they don't give any critters with the main rules 'cept for spirits. The general area-books are nice, but making a homebrew of the nearest city where you live in is nicer, in my opinion. It adds a certain coolness to the game, and you can more easily remember major landmarks and such. Still, it doesn't hurrt to have an example of a shadowrun city, and the <strong>New Seattle</strong> is a decent book. As of other background books : if you can hget your paws on <strong>Dunkelzahns secrets : portfolio of a dragon </strong>you're in uck. It's about a thousand adventure ideas. <strong>Threats</strong> is nice as well.</p><p> </p><p>Offcourse, this is my own opinion. I think I've got allmost every book available 'cept for some adventures. I love each and every one of them. There's a few novels I haven't read as well. I think. Now if only I could convince my group to start running....</p></blockquote><p></p>
[QUOTE="DrZombie, post: 1717740, member: 15640"] Shadowrun, my precious... As for wich books to start playing : [b]Basic handbook[/b] : has enough to start really, you don't [u]need[/u] the other books, but some help. [b][b]Companion[/b] is nice, point-based character build, the best option to Build Better Basterds. Meta-races are weird, sometimes cool, sometimes fairly limited, but offcourse, playing a cyclops is kinda cool. Then you've got rules for playing otaku, ghouls, and werebeasts. [/b][b]Magic in the shadows[/b] : more spells, spellcaster variants (voodoo, wo-xing or whatever), adept powers and initiation rules. You don't really need it to start, use it when you've played a bit. [b]Man and machine[/b] : more cyber-, nano- and bioware, with rules about cybermancy and other weird stuff. My personal feeling is that alot of the extra cyberware are gadgets, like telescoping legs, lasereyes, stuff like that. You don't really need it. There is some more interesting stuff in there, but your game won't suffer if you don't have it. [b]Cannon companion[/b] : Guns, guns, guns and some more guns. There are some more combat rules, martial arts rules and they've hidden the Form-Fitting Body-Armor in there, the Street-Sammy Underwear-of-the-year Award-winner. If you wanna know how much damage a dwarf does when you grab him 'round the ankles and smash him into a sec-guard, this is the book for you. Optional rules that complicate the combat, once again your game won't suffer if you don't have it. [b]Matrix[/b] : Hmmm. This greatly enhances the rules 'bout deckers, with deckbuilding and software writing rules, some new utilities and new ways to screw over your players. Double-edged sword here, 'cause it'll make your decking more complex I'd say go for it. [b]Rigger 3[/b]: A must-have when you wanna play with riggers. All-new ways to build monster-trucks that'll get you through a traffic jam in no time while blasting away those pesky traffic-wardens. That's the basics. As for add-ons : [b]Paranormal animals[/b] is a must-have, since they don't give any critters with the main rules 'cept for spirits. The general area-books are nice, but making a homebrew of the nearest city where you live in is nicer, in my opinion. It adds a certain coolness to the game, and you can more easily remember major landmarks and such. Still, it doesn't hurrt to have an example of a shadowrun city, and the [b]New Seattle[/b] is a decent book. As of other background books : if you can hget your paws on [b]Dunkelzahns secrets : portfolio of a dragon [/b]you're in uck. It's about a thousand adventure ideas. [b]Threats[/b] is nice as well. Offcourse, this is my own opinion. I think I've got allmost every book available 'cept for some adventures. I love each and every one of them. There's a few novels I haven't read as well. I think. Now if only I could convince my group to start running.... [/QUOTE]
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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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