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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1718926" data-attributes="member: 6584"><p>If you're patient, then ebay will net the best prices... and there's quite a lot on there. Got to be a bit careful about what edition you end up buying for... I tend to pick my stuff up there or browsing my local gaming shop.</p><p></p><p></p><p>IMO, the setting is fantastic and the rules aren't bad either. Looks like I might finally get to play soon. GMed several campaigns over about 5 years. One of my old players is collecting a small group together for a new game. Yay! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As it stands, I'm in two minds about the splatbooks. Some of the content is really great - inititiation from magic in the shadows is a real good for mages and psyads... Some of the Man and Machine cybernetics also add to the game. </p><p></p><p>Unfortunately I don't think all the content is as good. If I was GMing a fresh group, I'd buy the splat books and keep them as GM material. Select which stuff to introduce to the game on a case by case basis... introduce others as new tech during a game.</p><p></p><p>A lot of the better stuff is in 1st edition and would probably convert over fairly easily with just the main book.</p><p></p><p>One beef with the system is that I find it works badly with large groups. I've had a lot of fun with GM + 3-4 players, but IME combat can really bog down with much more than that. Main reason we stopped playing.</p><p></p><p>Another one is the spoilers. They talk about a lot of stuff in the various books without marking them in any way as GM material - one of my players read all about toxic, blood and bug spirits while browsing the magic book. Right in the middle of me running them through the Universal Brotherhood plotline. Tends to remove the shock from certain plotlines. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>As far as the 1st ed stuff goes, I owned and used a lot of it. With a slight beefing up of NPCs, most of the modules work well and there's some real classics - Harlequin springs to mind. A lot of the less crunchy material is usable as is - Sprawl sites being one of my favorites.</p><p></p><p>Personally, I wouldn't bother with a D20 conversion. Think it would be a lot of work, and like others have said, I think there's too much difference between a skill and level based system. If you really want to give it a go, Spycraft might make a decent starting point... either that or D20 Modern/Future and just use the D20 magic systems, cyberware et al. Simply change over to a Shadowrun background?</p><p></p><p>Finally, in terms of feel, 3rd edition is somewhat higher powered than 1st edition - you tend to get a lot more cybernetics for your essence points. Skills also changed. More points and they're more detailed- examples - firearms is now 5-6 different skills, melee is also 5-6. </p><p></p><p>/ramblings</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1718926, member: 6584"] If you're patient, then ebay will net the best prices... and there's quite a lot on there. Got to be a bit careful about what edition you end up buying for... I tend to pick my stuff up there or browsing my local gaming shop. IMO, the setting is fantastic and the rules aren't bad either. Looks like I might finally get to play soon. GMed several campaigns over about 5 years. One of my old players is collecting a small group together for a new game. Yay! :) As it stands, I'm in two minds about the splatbooks. Some of the content is really great - inititiation from magic in the shadows is a real good for mages and psyads... Some of the Man and Machine cybernetics also add to the game. Unfortunately I don't think all the content is as good. If I was GMing a fresh group, I'd buy the splat books and keep them as GM material. Select which stuff to introduce to the game on a case by case basis... introduce others as new tech during a game. A lot of the better stuff is in 1st edition and would probably convert over fairly easily with just the main book. One beef with the system is that I find it works badly with large groups. I've had a lot of fun with GM + 3-4 players, but IME combat can really bog down with much more than that. Main reason we stopped playing. Another one is the spoilers. They talk about a lot of stuff in the various books without marking them in any way as GM material - one of my players read all about toxic, blood and bug spirits while browsing the magic book. Right in the middle of me running them through the Universal Brotherhood plotline. Tends to remove the shock from certain plotlines. :( As far as the 1st ed stuff goes, I owned and used a lot of it. With a slight beefing up of NPCs, most of the modules work well and there's some real classics - Harlequin springs to mind. A lot of the less crunchy material is usable as is - Sprawl sites being one of my favorites. Personally, I wouldn't bother with a D20 conversion. Think it would be a lot of work, and like others have said, I think there's too much difference between a skill and level based system. If you really want to give it a go, Spycraft might make a decent starting point... either that or D20 Modern/Future and just use the D20 magic systems, cyberware et al. Simply change over to a Shadowrun background? Finally, in terms of feel, 3rd edition is somewhat higher powered than 1st edition - you tend to get a lot more cybernetics for your essence points. Skills also changed. More points and they're more detailed- examples - firearms is now 5-6 different skills, melee is also 5-6. /ramblings [/QUOTE]
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any chummers out there still play Shadowrun? (also: d20 vs SR 3ed)
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