Henry
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Dropshadow has a thread, Magic in the Shadows, which brought up a few side-questions, one of which got my mental wheels turning. Rather than derail dropshadow's thread, I thought I'd bring the topic here.
Something Glassjaw said...
My personal belief it continually gets discussed over and over again is because none of the Shadowrun Mechanics or basic game terminology is open game content and cannot be secured by outside license from Fanpro to do a d20 conversion, therefore each person doing the conversion has to re-invent the wheel in an unofficial capacity if they wish to do it legally. It's analogous to the AD&D adventure creating crowd prior to the year 2000 - no one can touch the game rules in an official capacity, therefore no development gets done outside of isolated efforts.
If Fanpro authorized a d20 conversion, I'd buy it immediately; if I had the money personally, I'd attempt to acquire a license myself and do it - I love the genre and setting that much. But the dice mechanics I just cannot make work for me, to the point where I'd play it in anything from WEG d6 to GURPS before using its mechanics, and I believe there's a sizeable enough fanbase out there to make it a worthwhile small-press product - otherwise, why are there all these individual attempts in the first place? If it were pointless to attempt due to the strength of the mechanics, why do so many people continue to do so? (And have done so since 1991)?
So my big point is - do you personally think that SR would be well-served by a professionally done d20/OGL conversion? Or even a well-done GURPS conversion? Does the large number of half-hearted conversion attempts by what seems to be dozens of net-fans represent a silent group who would jump at the chance to Run the Shadows if there were a different resolution mechanic (say, a solid target number instead of comparing successes)?
Would even World of Darkness' revised success mechanic be a positive factor?
Something Glassjaw said...
GlassJaw said:Well unfortunately, most of these threads do. The thing is, many people have tried to convert SR to d20. It has been discussed a bunch in here. The reason it continually gets discussed over and over again is that no one (from what I've seen) has pulled it off successfully.
My personal belief it continually gets discussed over and over again is because none of the Shadowrun Mechanics or basic game terminology is open game content and cannot be secured by outside license from Fanpro to do a d20 conversion, therefore each person doing the conversion has to re-invent the wheel in an unofficial capacity if they wish to do it legally. It's analogous to the AD&D adventure creating crowd prior to the year 2000 - no one can touch the game rules in an official capacity, therefore no development gets done outside of isolated efforts.
If Fanpro authorized a d20 conversion, I'd buy it immediately; if I had the money personally, I'd attempt to acquire a license myself and do it - I love the genre and setting that much. But the dice mechanics I just cannot make work for me, to the point where I'd play it in anything from WEG d6 to GURPS before using its mechanics, and I believe there's a sizeable enough fanbase out there to make it a worthwhile small-press product - otherwise, why are there all these individual attempts in the first place? If it were pointless to attempt due to the strength of the mechanics, why do so many people continue to do so? (And have done so since 1991)?
So my big point is - do you personally think that SR would be well-served by a professionally done d20/OGL conversion? Or even a well-done GURPS conversion? Does the large number of half-hearted conversion attempts by what seems to be dozens of net-fans represent a silent group who would jump at the chance to Run the Shadows if there were a different resolution mechanic (say, a solid target number instead of comparing successes)?
Would even World of Darkness' revised success mechanic be a positive factor?
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