Lets try some systems!

Lilcamper

Explorer
Hi guys, I’m a long time lurker, but first time poster.

I’ve been playing RPGs since forever, and I’ve always had a thing for more simulationist systems, like GURPS, which was my first RPG.
I was, since the beginning of my "RPG history" always the GM, and, during my youth, have GM'ed a fair share of RPGs, but nowadays, with work, family and daughters, I barely have the same time as before so, for the last five or so years, I've been mostly playing D&D 5e (as a player!), and, while it is great to play with my friends, I still have that "simulationist" itch, which I sometimes scratch GMing some "one shots" for my friends.
In one of those (which kind of escalated to a full blown mini campaign...) we are playing Shadowrun 5e, and, while at it, I've been thinking about how some of the scenes that we played would be played in other systems (and because some of the players is getting tired of rolling 20+ dice every time), and so I asked myself: well, why don't I play it again, alone, in some other systems?! This way I would be, in a way, playing a little more RPG, right?
Well, with that in mind, the last session that I GMed in Shadowrun I made some notes on the way, and I intend to write them here, first using Shadowrun 5e, as it was the original system, and then in some other systems.
- I'm thinking about replicating it in EABA, Gurps 4e and Savage Worlds, and, if there is any kind of interest, some others.

So, if reading about some random guy massacring the english language (it is not my primary language after all...) while he tries to translate the insanity that it is Shadowrun to some other RPG rules is your thing, hop up!
 

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Lilcamper

Explorer
We’ve been playing Shadowrun for about 8 sessions now - the characters had some increase in abilities, but are not that powerfull yet.
The system (SR5e) is serviceable, but the players are getting a little tired of so much dice rolling, and the ones not that invested in high initiative numbers feel a little cheated, as the ability to do extra actions in the same combat round is simply too good to pass.
Nevertheless, last session was the clímax of the last four sessions, with the players, after hunting for a NPC that has ties with their past, and finding that he is being held on a paramilitar base, scheduled to be transfered to an unknown (for them at least) location, decided that they needed to save him with haste.

They planned quickly, and decided to to a “daring rescue mission”, hoping for a quick extraction, but knowing that they have a penchant for ending their runs gun blazing...

The group consists on 4 characters, a CQB specialist (which will be the character that I will describe the actions here, henceforth called simply PC, for player character), a decker, which will stay near the base, but will attack the security systems, and was doing most of his actions by surveillance drones, a sniper, which got to a high position some 200 meters away from the base, acting as eyes for the group (and also using some drones), and an “assault specialist”, which tried to enter the base from another position. Yes, my players do love to divide my attention, wich can drive me crazy sometimes, but they are good players.

So, for the preparations, they noticed that there were a 8 wheeled truck and an Armored Personal Carrier – APC, poised to leave the base from a main gate, which was heavily guarded by 4 soldiers with weapons emplacements. The remaing of the base was encircled by a three meters high solid wall with razor wire on top of it, and consisted of two buildings. Not knowing in what building their target was, they decided that each one of the shooters (the PC and the assault specialist) would infiltrate one of the buildings at the same time.

The decker neutralized the razor wire anti-tampering system, while the sniper told PC that there were three soldiers guarding her target building – two at the front door, and a third circling the building at a 15 minutes interval. There was only one window at the opposing side of the door, turned to the wall, so a perfect infiltration point.

The sniper put an unactivated anti-vehicular mine about 10 meters from the gate, in such a way that he could choose when to give it a wireless command to detonate. He was also on overwatch for anything happening on the vehicles.

This is the base scenario, and next post I will state PC here, describe her actions, and roll the same dice as her player rolled, but considering the results that we got on actual play. But be warned, it was a combat-heavy session! I will skim over some things for ease of understading, and try to explain the rules at least a little, for increased comprehension and better understanding on the differences for each test.

After finishing, I will begin using other systems.
 

Faolyn

(she/her)
One of our table is starting a SWADE game tonight, I'm working on learning PbtA for a Root game, and another GM is going to turn an upcoming D&D into Cypher, his preferred system.

I'm finding PbTA surprisingly hard to learn in places. A lot of it I get, but some of it still feels weird to me.
 

Lilcamper

Explorer
I GMed a short three session adventure of Star Wars in Savage Worlds, and, while it was really fun, and I will try it for these scenarios that I'm talking about, I don't think it is really my cup of tea. I bought Numenera when it was released, but bounced off it hard.
 

Lilcamper

Explorer
Shadowrun

Now, for the system, Shadowrun is, in theory, really simple: you build a pool of d6, generally adding an Attribute, which varies from 1 to 6 for humans, to a Skill, varying from 1 to 6 for starting characters, but it can be as high as 12, add positive modifiers as extra dice (gear, circunstances, preparation), remove a number of dice equal to the negative modifiers, and roll the resulting pool, counting each 5 or 6 as a success.
In practice it starts slowing down as you have to roll too many dice (dice pool of 15-18 are common, and dice pool as high as 30 are not unheard of), and there is too many "moving pieces" - too many conditions, gears and tables of modifiers to remember, which is both a bless and a curse, as most situations are already covered by the rules, but you have to remember them, or remember where to look for them...

Nevertheless, it is the system that we are using for some time, and so lets see the original character (PC).

PC

This female character is a little better than an starting character in Shadowrun, but not by far. She was described by her player as a specialist in Close Quarters Battle, having, thus, good reflexes, and being good at getting close to her targets.

For Attributes, she has
Body 4, Agility 5 (6), Reaction 5(6), Strength 4(5), Charisma 2, Intuition 4, Logic 3, Willpower 3, Edge 5

The baseline human has 3 in each attribute, so we can see that she is very fast, moderately strong, but not that special on her mental attributes. Her reaction, agility and strength are further boosted by cyberimplants (values in parentheses). For secondary attributes she has Initiative 10+2d6 and 11 boxes for Physical Condition Monitor (hit points) and 11 boxes of Stun Condition Monitor. She has good initiative values (again, implants), but is not that resilient.

Her (relevant) Skills are Gymnastics 5(11), Longarms 5(11)+2 for shotguns, Sneaking 5(11), Clubs 4(10), Perception 4(
8)
, Pistols 4(10), Unarmed Combat 4(10), Running 3(
8)
, First Aid 2(5), Throwing Grenades 3(9).

In each skill the first number is her rating in it, and the second is the total dice pool, and skills higher than 7-8 are for very trained professionals, so we can see that she is good at close range combat, intrusion and moving fast.
One personality trait that is relevant is that she loves animals, would not harm them without needing it, and would absolutely not kill an animal.

For relevant Gear she has:
Silenced Predator V (think something like a heavy pistol, in 10mm auto or similar) with 2 extra magazines;
Stunbaton (a shock baton);
2 flashbang grenades;
1 tactical shotgun (think a “smart” shotgun, capable of quickly changing between ammo types);
1 Wire clippers.

Urban Explorer Jumpsuit (a suite of smart clothing armor covering her torso, groin and limbs, which harden on impact) plus combat boots.

For cyberimplants (called cyberware in Shadowrun) she has:
- Cybereyes with Flare Compensation (protection from bright lights), Nightvision (good vision in low light conditions), and Smartlink, which is a direct mental connection to her guns, giving her a bonus to shoot them, and allowing for some quick commands, like changing ammo type.
- Muscle Replacement (her Strength and Agility are increased, it's bonuses are already considered on the Attributes);
- Wired Reflexes (her Reaction and her Initiative are increased, it's bonuses are already considered on the Attributes).

Of course, we also need to consider her enemies, the soldiers on the base. Those are run of the mill security personal, not really a threat to an experienced shadowrunner, unless in great number, or special circunstances.

NPC Soldiers

Attributes
Body 4 Agility 4 Reaction 4 Strength 3 Willpower 3 Logic 2 Intuition 3 Charisma 3
Initiative 7+1d6, Condition Monitor 10.

Skills (Pool, not level)
Automatics 7, Perception 5, Pistols 8, Unnarmed Combat 7, Notice 7

Gear
Armored Jacket (standard security armor, something like a common bulletproof vest on chest, with soft armor on groin and limbs.
Security helmet
One weapon according to his role

Finally, with the next post we should start with the action!
 

Lilcamper

Explorer
So, lets begin

Scene 1

PC tries to climb atop the wall. When playing I allowed her to automatically climb and cut the wiring, but now, seeing the corebook again I can see that there is, indeed, the need for a roll. More precisely, she needs to roll her Agility+Climbing, and she needs 3 successes to get to the top without hurting herself. She has Agility 6, but now I see that I forgot to put her Climbing skill of 1 on the list... I will edit, but anyway, she has 1 in Climbing, so she will be rolling 7 dice, hoping for at least 3 successes, not that easy, right? She rolls (5,2,6,1,6,4,1) - 3 successes, just enough!
So she climbs the wall without hurting herself on the concertina wire, and, using her wireclippers, she cuts a path through it.

She will then try to silently jumps to the ground, and run towards the wall, nearby the window that she intends to use to enter the building.
She has 11 dice for sneaking, and rolls (5,4,1,2,6,4,1,2,2,3,1) - 2s. As the soldiers are not actively waiting for intruders, only 1 success was needed, so she got it.

Unfortunately, before she can open the window wide enough for her to enter, the decker tells her that the patrolling guard is almost at the corner of the building, and will get to her at any moment.
She don’t like needlessly killing people, but this is a high stakes mission, and she can’t afford to be detected, so she draws her silenced Ares Predator V (her heavy pistol) and aims at about head level on the corner of the building. As soon as she levels her gun, the unlucky soldier enters her field of vision, and so she shoots!

The poor soldier has no chance of knowing what was waiting for him, left alone trying to dodge, so this is an unresisted roll. PC has 10 dice for pistol (plus 2 for smartlink), there is no penalty for darkness, and the soldier appears 4 meters from her, so there is no range penalty also. She rolls her full pool.

She gets (2,1,4,1,5,5,6,4,6,1,5,6) - 6s. In Shadowrun, successes go directly to damage, so she is doing her weapon base damage of 8 plus her number of successes. Actually, it is a little more complicated than that, as almost every roll has a “limit” on the number of successes, her pistol has a limit of 5, so she would not enjoy the full 6 points of extra damage, but her smartlink cyber increases its limit to 7. Long term short, she does 8+6 = 14 points of damage to the soldier, and it is his turn to resist this damage.

Resisting is done by rolling a pool equals to his Body (4) plus his armor (12,+3 for his helmet), minus the pistol AP (Armor Piercing) value of -1, for a total of 18 dice. He rolls (3,3,5,3,2,4,5,6,5,4,6,3,2,3,2,6,3,1) - 6 successes, and thus takes 8 points of damage. Since he is just a minion, and not a nemesis or other important NPC, he dies on the spot!

Now, since Shadowrun is about “action movie reality”, silencers really lowers the sound of a shot a lot, but it still can be heard, so we rolled to see if the other soldiers (inside the room and on guard in the front of the building) heard anything.

There is a table that tells us that noticing a silenced shot is Threshold 2 (you need two successes on a Notice test), and that, since the soldiers are all distracted, they roll at -2, with a further -2 because of the walls of the building. Each soldier has Notice 7, so each rolls only 3 dice because of the penalties, and none gets 2 successes.

Well, none of them heard anything, but, unfortunatelly, the same can’t be said about a guard dog that was hidden sleeping in a dog house 8 meters from PC! With a growl it lurched towards PC!
(Yes, I did it because I knew of PC fondness of animals, every time one characteristic of a character actually hampers him/her, I give the player 1 point of edge [luck, in Shadowrun], so the players generally like when things like this happens).

Without thinking, PC drops her pistol, and draws her stun baton, she would never shoot a dog, even when it is intending to bite her hands off! She receives back 1 point of edge because of the complication.

Now we will start a proper combat. The dog is 8 meters from her, and none of the sides are surprised, so they both roll for initiative - the dog rolls its initiative of 8+1d6, while PC rolls 10+2d6.

The results are: PC - (5,1) + 10 = 16. Dog - (4) + 8 = 12. PC is first, but not by much. She readies her baton and delays her initiative to act just before the dog attacks her, on Initiative 12.

The dog then charges at her, flaring its teeth, just as it is about to bite, she acts, striking it with her stun baton. She has 10 dice for Clubs, lowered to 9, because delaying your action penalizes you with -1 to your pool. She gets +1 because the dog is charging and there is no further modifiers.

She rolls (3,4,1,1,6,2,6,2,1,1) - 4 successes, she is hitting it, time for defense - the dog rolls its Intuition + Reaction, or 8 dice, getting (2,6,2,3,6,2,1,5) - 3s, it was hit.

The attack does a base 9 (stun) +1 from the remaining success, for 10 points of damage, which the dog resists by rolling its Body, or 4 dice. It rolls (6,5,2,1) - 2 successes, resists 2 points of damage, taking a total of 8. It is at -2 for all actions, plus -1 because of the electricity damage; those same modifiers are applied to its initiative, lowering it to 9. Still, it attacks!

It has 8 dice for unarmed attack, +2 because of the charge, -3 for all the other modifiers, or 7 dice - it rolls (5,6,2,4,3,3,5) - 3s.

PC can defend herself as a free action, using her Reaction + Intuition of 10 dice, or Parry to add her Baton skill, for a total of 14 dice, but at the cost of -5 initiative, which would cost her her last action. She chooses to use the base defense, and rolls - (1,5,1,2,6,3,4,3,2,1) - 2s, and was bitten…

The dog does a base 5 points of damage, plus 1 for the remaining success, for a total of 6 points, which she resists with her Body (4) plus her Armor (9), or 13 dice. She rolls (3,3,5,4,1,2,1,6,2,1,5,5,2) - 4 successes only, and thus takes 2 points of damage. Not enough to impose any penalty for her, but it hurts nevertheless, as the dog grabs her arm and thrashes it around.

At Initiative count 2 she can act again, and attacks at the dog one more time, rolling 10 dice (her base skill, no modifier this time). She gets (6,5,6,2,2,1,1,3,1,5) - 4 successes again, and the dog must defend itself with 5 dice this time, because of the penalties (yes, being hit in combat kind of puts you on a death spiral…).

The dogs rolls (6,1,6,6,1) for defense, getting 3 hits, and thus getting hit again for another 10 points of damage. As the rolls 4 dice to absorb the damage, it is safe to say that it was knocked out!

As soon as she knocks the dog down, she can hear the other soldiers noticing that something is wrong; even worse - there is sound coming from inside the building, through the window – there is more soldiers inside!

With it, we end Scene 1

End of Scene 1

Well, with the end of the first scene (there are 4!), we end this post. Is it legible? Is it an entertaining read? Would anybody like to add any comment or suggestion? Maybe some posters will notice that it is not the first time that I post this scenes, it started on the EABA RPG forum, because I'm trying to convert Shadowrun to this system, but now I have some more time to test them with another systems!
 

GMMichael

Guide of Modos
Hmm. I'll compare this to Modos RPG, and you decide if it allows more time for work, family, and daughters.

PC

This female character is a little better than an starting character in Shadowrun, but not by far. She was described by her player as a specialist in Close Quarters Battle, having, thus, good reflexes, and being good at getting close to her targets.

For Attributes, she has
Body 4, Agility 5 (6), Reaction 5(6), Strength 4(5), Charisma 2, Intuition 4, Logic 3, Willpower 3, Edge 5

The baseline human has 3 in each attribute, so we can see that she is very fast, moderately strong, but not that special on her mental attributes. Her reaction, agility and strength are further boosted by cyberimplants (values in parentheses). For secondary attributes she has Initiative 10+2d6 and 11 boxes for Physical Condition Monitor (hit points) and 11 boxes of Stun Condition Monitor. She has good initiative values (again, implants), but is not that resilient.

Her (relevant) Skills are Gymnastics 5(11), Longarms 5(11)+2 for shotguns, Sneaking 5(11), Clubs 4(10), Perception 4(
8)
, Pistols 4(10), Unarmed Combat 4(10), Running 3(
8)
, First Aid 2(5), Throwing Grenades 3(9).

In each skill the first number is her rating in it, and the second is the total dice pool, and skills higher than 7-8 are for very trained professionals, so we can see that she is good at close range combat, intrusion and moving fast.
One personality trait that is relevant is that she loves animals, would not harm them without needing it, and would absolutely not kill an animal.

For relevant Gear she has:
Silenced Predator V (think something like a heavy pistol, in 10mm auto or similar) with 2 extra magazines;
Stunbaton (a shock baton);
2 flashbang grenades;
1 tactical shotgun (think a “smart” shotgun, capable of quickly changing between ammo types);
1 Wire clippers.

Urban Explorer Jumpsuit (a suite of smart clothing armor covering her torso, groin and limbs, which harden on impact) plus combat boots.

For cyberimplants (called cyberware in Shadowrun) she has:
- Cybereyes with Flare Compensation (protection from bright lights), Nightvision (good vision in low light conditions), and Smartlink, which is a direct mental connection to her guns, giving her a bonus to shoot them, and allowing for some quick commands, like changing ammo type.
- Muscle Replacement (her Strength and Agility are increased, it's bonuses are already considered on the Attributes);
- Wired Reflexes (her Reaction and her Initiative are increased, it's bonuses are already considered on the Attributes).
Female CQB Specialist, level 4

A specialist in Close Quarters Battle, having, thus, good reflexes, and being good at getting close to her targets. GOAL: ? FLAW: Weakness for animals. Hero points: gets lucky when sneaking, flare compensation.

Physical score: 17
Mental score: 10
Metaphysical score: 8

Skills: movement 2, armed 1, parry 2

Perks: off the mark (wired reflexes), physical bonus (muscle replacement), owl's eye (nightvision), skill bonus (armed) (smartlink)

Gear:
Silenced Predator V d6 (3 mags loaded)
Stunbaton d4 mental
2 flashbang grenades (cast Blind 3, 1 action to arm and throw...)
1 tactical shotgun d8 (close range)
1 Wire clippers
Urban Explorer Jumpsuit d4
combat boots

Scene 1 comparison to follow. Sooner or later...
 


Lilcamper

Explorer
Now, continuing with Shadowrun.

Start of scene 2

Without wasting time, PC draws a flashbang grenade, and, reading her shotgun from her back, throws the grenade through the window, waits half a second for it to explode, and swiftly enters through the same window.
Now, when playing, I did it wrong, having forgot to ask for the player to roll to see where the grenade ended up, and to ramp up successes to increase the damage. It is too much of a hassle to correct it now, I just saying so no one acuses me of "doing it wrong!" (not that I am not doing all the rest wrong...)

As soon as she hears the grenade going off, she jumps through the window. Normally I would not ask for a test, but the windows was only half open, remember? I told the player that he could either spend a Simple Action to open it, or roll Gymnastics to “slide through” the gap. He chooses the last one, and rolls PC Agility + Gymnastics of 11, -2 because is moderately complicated to slide through the gap.

She rolls 9 dice, getting (5,6,5,6,1,2,3,1,6) - 5s, and easily moves inside the room, where she is face to face with two soldiers, both about 3 meters from her, 2 meters from one another, and with longarms in hand! They are still reeling from the flashbang, and, while one of them is using a standard security armor, the other is using a heavy combat vest!

The grenade is doing 10 points of stun damage, and both soldiers will roll their Body (4) to resist, with the soldier in heavy armor rolling 2 extra dice because of his helmet built-in flare compensation (another thing that I got wrong…)

The first soldier rolled (6,1,2,2) - for 1s, while the second rolled (5,2,6,4,1,4) - 4s. The first soldiers took 9 points of stun damage, while the second took 6. They now must make Surprise Tests, which are Reaction + Intuition tests, need 3 successes. They receive +3 dice, because they have been alerted in some way, but have respectively -3 and -2 because of their stun damage.

The first soldier rolls 7 dice (3,6,5,5,1,4,5) - 4 successes, and is not surprised. The second rolls 8 dice (1,3,6,2,3,5,6,3) - 3 successes, and is also not surprised, everyone rolls initiative normally.

PC initiative - 10+2d6 (5,5) = 20, soldier 1 initiative - 7+1d6-3 (wounds) (6) = 10, soldier 2 initiative 7+1d6-2 (wounds)(2) = 7.

PC is first at 20, then Soldier 1 acts at 10, followed closely by PC again, also at 10, and, after all of this, Soldier 2 acts, at 7.

PC moves through the window, touching the ground and pointing her shotgun at soldier 1 (least armored, easier to eliminate first). Her shotgun is semi automatic, and she fires a semi auto burst (three rounds) at her target.

For modifiers, there is no range or other type of penalty. She is strong enough to handle the recoil, so no penalty for it either. She rolls her full pool of 13 dice - (5,5,2,1,1,2,5,4,1,1,5,2,6) - 5 successes, and is doing 12 (base damage) + 5 (successes), or 17 damage!

The soldier, wisely, tries to dodge, rolling Intuition (3) + Reaction (4) + Gymnastics (2 - I forgot to write it…), -3 because of the stun damage, -2 because of the semi auto burst, -1 because of the spread of the flechettes, or 0 dice.. he is hit anyway… time to resist the damage.

He will roll Body (4) + Armor (15) + 4 because of the flechette, or 23 dice! The results are (4,5,1,1,3,3,6,2,3,4,5,6,2,6,3,4,4,2,4,2,5,6,5) - 10 successes, he lowers the damage to 7, but, as he was already wounded, with an almost filled stun track, he is knocked out of the fight.

At Initiative 10, is PC turn again (yes, high initiative is scary…), and she shoots at Soldier 2, this time with a single shot.
The same modifiers apply, so lets cut the chase and roll the dice - (5,6,4,6,2,4,5,1,6,2,1,2,1) - 7 successes, limited to 6 because of the shotgun limit.

The soldier will try to defend himself by dodging, rolling Intuition (3)+Reaction(4)+Gymnastics(2) -1 because of the flechettes, or 8 dice. He rolls (6,6,4,4,5,2,1,3) - 5 successes, a very nice result, but he still was hit, having to resist 13 points of damage.

For resisting he rolls Body (4) + Armor (21) + Flechette (4) or… 29 dice, and, since the modified damage is lower than his armor value, the damage is stun, and not lethal. He rolls (4,4,1,2,3,3,5,4,4,1,5,3,1,6,1,2,2,1,1,6,2,3,6,5,6,5,3,5,6) or 11 points of damage, and thus taking 2 points of stun damage, he has only two boxes of stun damage remaining, and it is at -3 on all rolls.

Hurt, but not knocked out, at Initiative 6 he fires at PC with his own weapon, an assault rifle! He lets out a short burst at PC. His base pool is 7, -3 because of the wounds penalties, and rolls his 4 dice - (4,4,5,5) - 2 successes!

Wanting to get out of this situation alive, PC has no option but to dodge, lowering her Initiative by 5, and rolling Reaction (6) + Intuition (4) + Gymnastics (5) - 2 (Short Burst), or 13 dice. She gets (3,2,4,6,5,1,6,6,5,6,2,1,6) - 7 successes, and swiftly evades the gunfire as she runs for the door, not keen on fighting someone heavily armored with her shotgun.
End of turn.

Next turn, both remaining characters roll initiative again; PC rolls 10+2d6-5(because of her dodge), while the soldier rolls 7+1d6-3(wounds). PC gets (2,4) - 6+5 = 11, while the soldier gets (3)+4 = 7. PC is first and runs through the door, while the soldier shoots at her general direction without aiming, while he goes help his downed friend.

End of Scene 2
 

GMMichael

Guide of Modos
Hey, thanks GMMichaels! I don't know Modos, it seems light! It is powered by FATE?
Nice build of PC!
Thanks! It's powered by itself, but has some things in common with Fate.

Scene 1, in Modos RPG:
Scene 1

PC tries to climb atop the wall. When playing I allowed her to automatically climb and cut the wiring, but now, seeing the corebook again I can see that there is, indeed, the need for a roll. More precisely, she needs to roll her Agility+Climbing, and she needs 3 successes to get to the top without hurting herself. She has Agility 6, but now I see that I forgot to put her Climbing skill of 1 on the list... I will edit, but anyway, she has 1 in Climbing, so she will be rolling 7 dice, hoping for at least 3 successes, not that easy, right? She rolls (5,2,6,1,6,4,1) - 3 successes, just enough!
So she climbs the wall without hurting herself on the concertina wire, and, using her wireclippers, she cuts a path through it.
Auto climb and cut is also an option, unless there's tension to be added by asking for a roll . . . which would be d20 + 3 physical + 2 movement, against the GM's d20 + whatever the objective Difficulty might be. Maybe a (1) smooth wall (2) topped by wire represents two levels of Difficulty (+4 each), so the GM rolls d20 + 8. If the PC wins, it's a good outcome, decided by the PC (mostly). If the GM wins, it's a poor outcome decided by the GM (mostly). I like to ask PCs what went wrong - they tend to have good, self-sabotaging ideas.

She will then try to silently jumps to the ground, and run towards the wall, nearby the window that she intends to use to enter the building.
She has 11 dice for sneaking, and rolls (5,4,1,2,6,4,1,2,2,3,1) - 2s. As the soldiers are not actively waiting for intruders, only 1 success was needed, so she got it.
Decisions might be interesting here. Does the PC race for the window, crawl slowly through the shadows, or hide in plain sight, trying to look like another soldier? The answer determines which attribute and skill will add to the PC's roll (again, if tension is needed). The option to add another d6 by using a Hero Point is there if the PC chooses the second option. The GM's roll looks like d20 + 0 (1 success = easy?).

Unfortunately, before she can open the window wide enough for her to enter, the decker tells her that the patrolling guard is almost at the corner of the building, and will get to her at any moment.
She don’t like needlessly killing people, but this is a high stakes mission, and she can’t afford to be detected, so she draws her silenced Ares Predator V (her heavy pistol) and aims at about head level on the corner of the building. As soon as she levels her gun, the unlucky soldier enters her field of vision, and so she shoots!

The poor soldier has no chance of knowing what was waiting for him, left alone trying to dodge, so this is an unresisted roll. PC has 10 dice for pistol (plus 2 for smartlink), there is no penalty for darkness, and the soldier appears 4 meters from her, so there is no range penalty also. She rolls her full pool.
A headshot from 4 meters on an unsuspecting target, (considering the PC) by a trained shooter with Smartlink? Someone's gonna die, but what kind of an outcome is it?

She gets (2,1,4,1,5,5,6,4,6,1,5,6) - 6s. In Shadowrun, successes go directly to damage, so she is doing her weapon base damage of 8 plus her number of successes. Actually, it is a little more complicated than that, as almost every roll has a “limit” on the number of successes, her pistol has a limit of 5, so she would not enjoy the full 6 points of extra damage, but her smartlink cyber increases its limit to 7. Long term short, she does 8+6 = 14 points of damage to the soldier, and it is his turn to resist this damage.

Resisting is done by rolling a pool equals to his Body (4) plus his armor (12,+3 for his helmet), minus the pistol AP (Armor Piercing) value of -1, for a total of 18 dice. He rolls (3,3,5,3,2,4,5,6,5,4,6,3,2,3,2,6,3,1) - 6 successes, and thus takes 8 points of damage. Since he is just a minion, and not a nemesis or other important NPC, he dies on the spot!
Damage isn't needed here, unless in an Extended Conflict. Either the PC or GM can suggest that the soldier dies...or lives. Were it Extended Conflict, the PC wouldn't need an attack because a surprised soldier can't defend against an attack unawares. The PC rolls d6 for damage, and the soldier rolls d4 for protection, or more likely, the GM takes half of that (2) and subtracts it from the PC's roll. The soldier probably has about 13 health (damage capacity), so the pistol attack wouldn't result in incapacitation, but the damage taken can take any form, like a "grievous facial wound."

Now, since Shadowrun is about “action movie reality”, silencers really lowers the sound of a shot a lot, but it still can be heard, so we rolled to see if the other soldiers (inside the room and on guard in the front of the building) heard anything.

There is a table that tells us that noticing a silenced shot is Threshold 2 (you need two successes on a Notice test), and that, since the soldiers are all distracted, they roll at -2, with a further -2 because of the walls of the building. Each soldier has Notice 7, so each rolls only 3 dice because of the penalties, and none gets 2 successes.
The quality of the attack roll (good or bad outcome) might suggest whether anyone heard the shot. Or heard the soldier react to the attack. Or it might suggest any number of things imagined by the PC and GM (or other PCs!). But there's no table for noticing suppressed shots. The only table is the Difficulty Table. If a soldier needs a roll to notice, it might be a d20 + mental bonus + detect skill (if any). The Difficulty might be pretty high, given the suppressor, so the Difficulty roll would be d20 + 8 or 12.

Well, none of them heard anything, but, unfortunatelly, the same can’t be said about a guard dog that was hidden sleeping in a dog house 8 meters from PC! With a growl it lurched towards PC!
(Yes, I did it because I knew of PC fondness of animals, every time one characteristic of a character actually hampers him/her, I give the player 1 point of edge [luck, in Shadowrun], so the players generally like when things like this happens).

Without thinking, PC drops her pistol, and draws her stun baton, she would never shoot a dog, even when it is intending to bite her hands off! She receives back 1 point of edge because of the complication.
I'd ask for initiative contests here - winning might give the PC time to holster her weapon instead of dropping it. Either way, the PC can earn a Hero Point back by making a sacrifice related to her Flaw. Like "I lose my pistol in the grass when I drop it," or "I hesitate to hurt an animal so long that I don't defend against its first attack."

Now we will start a proper combat. The dog is 8 meters from her, and none of the sides are surprised, so they both roll for initiative - the dog rolls its initiative of 8+1d6, while PC rolls 10+2d6.

The results are: PC - (5,1) + 10 = 16. Dog - (4) + 8 = 12. PC is first, but not by much. She readies her baton and delays her initiative to act just before the dog attacks her, on Initiative 12.
If the PC gets the higher initiative contest, her 3 actions per round take priority over the dog's. The dog can otherwise use its 3 actions as desired. Given the character concept, the dog isn't likely to do much more than attack or move with its actions. The PC can use an action to ready her baton, but delaying won't help her act before the dog, so she attacks with her second action. The dog, true to form, attacks as well, forgoing its option to defend instead.

The dog then charges at her, flaring its teeth, just as it is about to bite, she acts, striking it with her stun baton. She has 10 dice for Clubs, lowered to 9, because delaying your action penalizes you with -1 to your pool. She gets +1 because the dog is charging and there is no further modifiers.

She rolls (3,4,1,1,6,2,6,2,1,1) - 4 successes, she is hitting it, time for defense - the dog rolls its Intuition + Reaction, or 8 dice, getting (2,6,2,3,6,2,1,5) - 3s, it was hit.
The PC rolls her attack (d20 + physical bonus + armed skill points) and rolls her damage die (d4 mental). The contest isn't necessary to defeat the dog's defense, since it's not defending. However, unfavorable circumstances (possibly the dog's "charging") could call the quality of the roll into question, so the GM can call off the damage if it's a terribly low contest or fails to meet a reasonable minimum. 1 is a good default minimum contest.

So the GM rolls damage for the dog's attack as well, d6 physical, and the PC reduces that by her jumpsuit protection, d4 or just 2.

The attack does a base 9 (stun) +1 from the remaining success, for 10 points of damage, which the dog resists by rolling its Body, or 4 dice. It rolls (6,5,2,1) - 2 successes, resists 2 points of damage, taking a total of 8. It is at -2 for all actions, plus -1 because of the electricity damage; those same modifiers are applied to its initiative, lowering it to 9. Still, it attacks!

It has 8 dice for unarmed attack, +2 because of the charge, -3 for all the other modifiers, or 7 dice - it rolls (5,6,2,4,3,3,5) - 3s.
The dog takes (with taking half) 2 mental damage; PC takes 1. Either side can choose to roll dice to attempt higher numbers, but the dog will likely lose the battle if it continues at these numbers, so the PC might choose similar tactics while the GM might choose to start rolling dice (while the dog probably wouldn't vary its tactics beyond: "Am I hurt? Then keep biting!")

PC can defend herself as a free action, using her Reaction + Intuition of 10 dice, or Parry to add her Baton skill, for a total of 14 dice, but at the cost of -5 initiative, which would cost her her last action. She chooses to use the base defense, and rolls - (1,5,1,2,6,3,4,3,2,1) - 2s, and was bitten…

The dog does a base 5 points of damage, plus 1 for the remaining success, for a total of 6 points, which she resists with her Body (4) plus her Armor (9), or 13 dice. She rolls (3,3,5,4,1,2,1,6,2,1,5,5,2) - 4 successes only, and thus takes 2 points of damage. Not enough to impose any penalty for her, but it hurts nevertheless, as the dog grabs her arm and thrashes it around.
The PC can defend against dog attacks by ending her turn and using actions to defend when the dog initiates attacks. Regardless, each side has three actions to use, which puts a cap on the number of attacks or defenses in a round. If the PC didn't have the initiative (a higher initiative contest), she could forgo her turn (but not her actions) for that round and resume it at her discretion in the next round. Besides action priority, a turn also offers the chance to "combine actions," which means reusing your previous contest in the turn for a similar, consecutive action.

At Initiative count 2 she can act again, and attacks at the dog one more time, rolling 10 dice (her base skill, no modifier this time). She gets (6,5,6,2,2,1,1,3,1,5) - 4 successes again, and the dog must defend itself with 5 dice this time, because of the penalties (yes, being hit in combat kind of puts you on a death spiral…).
"Initiative count 2" would be the dog's turn, at which point the dog can initiate actions (if any remain), and the PC may react to those actions. No more than three dice are needed per character: contest, damage, and protection, and anyone can take half on any of these.

Taking damage carries no penalties, so no death tree occurs, but since choosing to defend means forgoing attack, defending characters can find themselves back on their heels from time to time. Defending is best coupled with a plan for success.

The dogs rolls (6,1,6,6,1) for defense, getting 3 hits, and thus getting hit again for another 10 points of damage. As the rolls 4 dice to absorb the damage, it is safe to say that it was knocked out!

As soon as she knocks the dog down, she can hear the other soldiers noticing that something is wrong; even worse - there is sound coming from inside the building, through the window – there is more soldiers inside!
When the dog takes over 11 mental damage (its Mental score), it becomes Unconscious. GMs are likely to use Rule 000 to call unconsciousness at 11 damage instead of over 11 damage.

End of Scene 1

Well, with the end of the first scene (there are 4!), we end this post. Is it legible? Is it an entertaining read? Would anybody like to add any comment or suggestion? Maybe some posters will notice that it is not the first time that I post this scenes, it started on the EABA RPG forum, because I'm trying to convert Shadowrun to this system, but now I have some more time to test them with another systems!
I'm fascinated to see how many dice are needed to resolve some Shadowrun situations. I'm actually a big fan of the death tree: start losing a battle, and you'd better find a branch that offers more than the others do. Modos RPG is easy to modify and add a custom, damage-penalty rule, if desired. I'm interested to read more scenes in Shadowrun if they feature different rules or mechanisms. Otherwise, I look forward to the next system you try!
 

Lilcamper

Explorer
GMMichael, thanks yet again! This system you're showing us seems interesting, almost like a more simulationist version of Fate. Care to share its website?
Also, about Shadowrun, yes, you roll a truckload of dice everytime, multiple times per combat turn, which is what is beginning to get on my players nerves...
Anyway, we have only two more scenes, and I think that they are different enought (but still on the combat-heavy side of things!).
 

Lilcamper

Explorer
Scene 3

Now that the naughty word hit the fan, she knows that the entire base is on alert, and, as she quickly navigate through empty storage rooms, the Sniper tells the group that some soldiers are loading the prisoner on the back of the truck. At the same time, sounds of intense fire fight can be heard on the assault specialist building... Things are looking dire.

PC reaches the exit of the building, and, hiding by the door frame (she rolls her Stealth poll of 11 dice - (4,5,1,6,3,5,2,5,6,2,4), getting 5 successes, which the soldiers can’t manage to hit with their Notice pools), she can see the truck 8 meters away, with its bed turned to her direction, and 5 soldiers loading the prisoner on it. Also, she can hear the heavily armored soldier running towards her direction from inside the building. In front of the truck, as if to escort it, lies an Armored Personal Carrier, a six-wheleed, armored vehicle.

Without options, she decides to do something desperate – she throws her last flashbang at a position opposite of the truck, near the other building, hoping to attract the attention of the soldiers, so as to be able to stealthy run for the truck, sliding on the gravel, trying to end under its frame.

I kinda liked what PC wanted to do, but thought it a little too convenient for EVERYONE to look at the grenade so she can hide underneath the truck... Her player asked me if he could spend a point of Edge for this “lucky break” and I found it fair - the grenade goes off, and the five soldiers look at the place were it exploded, giving her a precious second to go.

Since she needs to
a) Be fast enough to reach the truck before the soldiers resume their actions;
b) Be agile enough to slide underneath without stopping and
c) Be stealthy enough to do both without being seen or heard.

Since I already was dead tired of so much dice rolling, instead of asking for 3 rolls, I simply told her player to roll the lower of PC Running, Gymnastic and Stealth skill, needing 3 successes - yes, I came with it on spot, and no, it is not a rule in the book.

The player agreed, and, having 8 dice for Running (PC’s lower skill from the three), decides to spend another point of Edge (being down to 2 now), add her Edge Rating of 5 to the roll. Also, and very important, when using Edge, your dice explode when the result is 6.

She then rolls 13d - getting (1,3,3,1,1,4,2,6,5,5,1,5,6), rerolls 3 dice, for (1,5,4), or a total of 6 successes, overkill, I know, but PC was really afraid of being shot at by five guys.

So, as soon as the grenade goes off, she starts sprinting towards the truck, getting to a sliding position when near it, ending perfectly underneath its bed.
The soldiers are confused by the grenade, but, not finding who threw it, redouble their effort in loading the prisoner. As quick as they are done, the truck, and the APC in front of it, start to move, getting away.

She finds a place to grab underneath the truck, but there is nowhere to actually support her entire body, so she will be dragged by the truck on the gravel, which can be very painful.
She is dragged for just a short distance, though, because the sniper activates his anti-vehicular mine, which explodes nearby the APC.

Ok, there is no Anti-Vehicular Mine on the gear listing, so we improvised it as being the same as a high-explosive rocket, with the distance it blown from the APC being determined by the normal scatter rules, and using his Demolition roll to reduce the distance.
2d6 is rolled for scatter - (3,3) for 6 meters of base scatter - and, even though we did not posted the sniper stats here, I think it an interesting rule to test in other systems.

He has Demolitions at 10 dice, and rolls them - (6,1,1,3,4,2,5,4,1,5) - 3s, the scatter is reduced from 6 to 3, and so the mine exploded 3 meters from the APC. Its base damage is 21 lethal, with an AP value of -2, and blast of -2/m so the damage is reduced by 6 points, to 15 lethal, AP -2.

The APC has an astounding 18 Body and 18 Armor, so it resists with 34 dice (36 -2 because of the AP). That’s too many dice to roll, lets use the rule where you can buy successes at 1 sucess/4 dice - thats 8 successes, so it takes 7 points of damage, damaging it, but not being ever close to actually wrecking it. Its driver stops it, searching for more mines. As the APC is right in front of it, the truck stops too.

The soldiers jump from the bed of the truck, and the assault specialist, the sniper and the decker drones engage then, creating a distraction that PC uses to crawl from underneath the truck, run to its cabin and (try to) surprise the truck driver.

Time for another surprise test - the driver must earn 3 successes on a Reaction+Intuition test. He rolls (5,1,4,1,4,1,1) - 1 success, and he is surprised… PC runs to the door and quickly opens it, engaging with a very surprised driver!

She tries to punch him in the face, using Edge (she is now down to her last point), and thus adding 5 dice to the roll. She has Unarmed at 10 dice, so she rolls 15d (5,5,2,1,3,3,2,3,6,4,3,1,1,5,2), and rerolls the 6, for (6), another 6! She rolls it yet again, this time for a 4, for a total of 6 successes.

PC’s punch does a base 5 points of stun damage, increased to 11 because of the extra successes. The soldier then rolls his Body (4) + his Armor (12) to resist - (2,6,4,1,1,4,6,1,1,5,1,4,6,5,3,5) - 6 successes, and takes 5 points of stun damage. Time for Initiative.

PC rolls 10+2d6 - (1,6) - 17, Driver rolls 7+1d6 (-1 because of the stun damage) - (4) - 10.

PC is first, and tries to grab the driver. To do this she rolls her Unarmed Skill, at 10d, and gets (3,2,3,5,4,6,3,4,5,2) - 3 successes. The guard tries to defend with Intuition + Reaction, 7d, -1 because he is wounded, and rolls (5,4,4,2,2,1) - 1 success. Now we compare PC Strength + hits (or 5+2, for a total of 7) with the Driver Physical Limit of 5, and, as PC result is higher, she is grabbing the poor man.

In his turn, he tries to escape, rolling Strength + Unarmed, or 7d, -1 because he is wounded. He needs the same two successes that PC got, and rolls (1,5,3,1,4,5) - 2 successes, and is free; talk about a frustrating course of action…

In her next action, at Initiative 7, PC punches him again, rolling 10d, and getting (1,5,2,1,6,2,6,1,3,5) - 4 successes. The driver defends himself with Intuition + Reaction, for 7d, and gets (6,2,3,4,5,6,6) - 4 successes! He defends himself, and it is his turn!

He tries to Quick Draw the pistol in his holster, and rolls Reaction (4) + Pistols (4) - (5,6,2,2,4,5,6,2) - 4 successes, he was able to quickly draw his pistol and shoot at PC in the same action!

He normally rolls 8d for pistol, but this is reduced by -1 because of his wounds, and a further -3 because he is firing while in Melee, so he rolls only 4d, for a result of (6,5,5,1), still 3 successes, PC better be good at defending herself!

The player, not wanting to lose 5 points of Initiative next round, tries to use the base defense of Intuition + Reaction, or 10d in her case. She rolls (6,6,4,3,4,4,4,5,1,2) - 3 successes, and dodges just by! End of turn.

Next turn, both roll initiative again, with PC rolling a (4,4) - 8+10 = 18, and the driver rolling (1), for a total of 7 initiative. She is about to punch him again when both hear a shot!

Sniper, tired of seeing PC struggling with the driver, aimed his sniper at him and shot through the windshield. Again, he is not the focus of our tests, but this is yet another situation where is cool to see how each system deals with it.

The sniper rolls 13 dice to attack with his rifle, he is 200 meters away (-1 for snipers), spent his last action aiming (+1), and there is a light glare from the windshield (-1), for a total pool of 12d. He rolls (6,6,6,3,3,6,2,4,4,4,6,6), what a huge amount of 6! Pity he didn’t used Edge to explode then… but he got 6 successes nevertheless.

The driver can’t defend himself, as he was unaware, but he had partial cover from the truck (his legs are protected), so he can “defend” with 2d, and rolls (5,4), lowering the sniper attack to 5 successes. Time to calculate damage.

The sniper rifle does a base 13 points of lethal damage, with AP -4. This damage is increased to 18 because of the successes, and lowered to 17 because of the glass, and the driver must resist it with his Body (4) plus Armor (12), -4 from the AP, or 12 dice. He rolls (3,1,4,5,3,6,5,3,5,4,4,5) or 5 successes, taking 13 points of damage and dying on the spot!
Edit: just for clarification, since the bullet went through the windshield. Shadowrun, as always, have specific rules for shooting at barriers AND through barriers. The windshield has Structure 2 (think Body) and Armor 4. It rolls Structure + Armor (or 6 dice) to resist the shot, and, obviously, fails. Now, normally it would take 2 damage (its Structure) and be pierced, but there is an exception for "penetrating weapons" as the bullet is - the material is pierced and only absorbs 1 point of damage.

PC recoils from the shot (and the blood that splashes), and then quickly throws the body to the ground, assuming control of the truck. At, the assault specialist exits the building and enters the truck bed, where, after some fighting, he secures the prisoner and eliminates all opposition inside it.

End of Scene 3

I think that it is worthy of note that normally, as GMMichael said some times during his test run of Modo (his system), there are many times where I don't think I would call for a roll at all, but, since I GM'ed this session with convertion to other systems in mind, I asked for rolls when I though that the scene could roll differently with other rules...
 

Lilcamper

Explorer
Sorry for the delay, guys, and, finally, the last scene:

Scene 4

PC starts driving the truck, intending on dodging/driving around the APC and getting the vehicle far away so as to evade any pursuiters. As there are still 3 soldiers right on her path, she will try to run them over...

First thing is to notice that I didn't put her Driving skill level on the topic - she has it at 1 plus Reaction, or 7d.

Since just driving around the APC is easy, I told her player that PC would only crash into the other vehicle if she fumbles her skill roll. She rolls (1,6,5,6,6,3,4) - 4 successes, nice! Now the soldiers all get to roll to try to get out of the way, and, wisely, all of them use their full defense, rolling Reaction (4)+Intuition (3) +Willpower (3), or 10 dice. The results are (2,3,5,4,2,3,1,4,5,1), (5,5,5,3,2,5,3,4,4,4) and (6,1,6,4,2,1,2,5,1,5), one of the soldiers didn't jump fast enough and was hit by the truck.

I didn't want to write the full stats for the vehicles (as there is already too much info), but the truck has Speed 3 and Acel 1, which means that it can acelerate to up to 10m/s on the first round of combat, so it is at that speed that it hit the poor soldier. At this speed, it does a base of Body/2 points of damage, which translate to 9 points of damage, resisted with the target Body (4)+Armor(12)-6, or 10 dice.

He rolls (3,5,5,2,4,1,5,5,6,1) - 5, resists 5 points of damage, and takes only 4, he was just singed by the truck, spiralling onto the ground, stunned, but alive.

As the truck acelerates, the Assault Specialist warns PC - The APC is on pursuit! Time for a chase!

PC has a head start, since the APC driver was unaware the truck was stolen, so they begin at medium range (11-50m). Both roll initiative:
PC - 10+2d6 - (3,6) - 19 Driver - 7+1d6 - (4) - 11

PC goes first and tries to break away - she can get (Aceleration) range categories away from the APC, or just 1, at Acel 1. She rolls her Reaction + Driving skill of 7, and gets (5,1,1,5,6,4,6) - 4 successes, she must beat the truck Maneuver statistic (which is 3), and she succeds, breaking into long range (51-150m).
APC turn - they don't want to kill the prisioner, so the APC gunner will not shoot its rockets, but he will fire the medium machinegun at the truck, trying to slow it down. The gunner has Gunnery + Agility at 9, the weapon is stabilized, so no penalty for shooting on the move, and the truck is big, for +2 to hit. He is trying to shot-out the tire, for -4, at medium range (-1), using a long burst (6 bullets).

His total pool is 6d, and he rolls (4,6,3,1,2,3) only 1 success.
PC will try to evade the attack, but has only two options - normal "free" defense of Intuition+Reaction (10 dice) or forfeiting her last action to add her Intuition again to the test, for a total of 14 dice. In both cases, she is at -5, because of the long burst.

Wanting to really get the hell of the place, she risks the lower defense, and rolls 10-5 = 5d, getting (5,5,4,6,6) - 4 successes, and easily evades the burst, but not the swearing and cursing coming from her friend on the truck's bed, as the assault specialist is thrown from side to side inside it.

Now the APC driver tries to close up the distance, and rolls his Driving at 7d, -2d because of the damage to the vehicle. He gets (5,5,2,2,4) - 2 successes, not enough to hit the APC "Maneuver" stat of 3, so he is still at long range.

Now is PC turn again, and she tries to further distance herself from the APC - she rolls again with the same pool (7d), and gets (4,2,3,1,3,1,6) - only 1 success, so she can't move away just yet.

On the APC crew's turn, the driver tries again to close the distance, rolling the same 5d, and gets (4,3,5,6,2) - 2 successes yet again, and can't close in; the two vehicles are speeding through the wastes, without one of them gaining nor giving terrain to the other. The gunner fires again at the tires of the truck, rolling the same 6d, and gets an abysmal (2,2,2,4,2,1), missing it entirely, end of the turn.

Next turn we decide to use the same initiative for everyone, so PC goes again. She tries again to move further away from the APC, and, rolling 7d, gets (3, 4, 1, 6, 5, 2, 2) - 2 successes, not enough to gain distance.

The driver rolls his 5d and gets (1,4,3,1,1,1), no successes, and more than half the pool ends in 1's - a critical glitch! The APC hits a hill sideways and loses control, being catastrophically flipped over. The truck disappears far away, as the wrecking APC is a little more than a cloud of dirt and dust in PC's rear mirror.

Just out of curiosity - each occupant on the APC must resist the vehicle BODY in damage, or 18 points of damage... They each should roll Body (4) + Armor (15) - 6, or 15d. They are very, very dead.

Well, end of the scenes. The session went for a couple more minutes, as a scout helicopter joined the chase while PC went to gather the Sniper and the Decker, but we have not played it yet.

As you can see, the system is very detailed, having tables upon tables of modifiers, but there is too much dice rolling, every action generaly envolves two or more pool of 6+ dice being rolled, which not only halts the game, but also tire the players. The system is a gear, and gun, porn paradise, but maybe its my age, but I do not find it that appealing anymore...

Anyway, it is done, and now I will begin to play it in EABA. Next post I will talk a little about EABA. Until next time!
 



Lilcamper

Explorer
I've read some PbTA games, but it don't seems like my type of game, I can't wrap my head around the way the GM should be... GMing it, and, as the forever GM in my group (except for D&D), probably I will never play one of those as a player to actually experience it.
 

Whizbang Dustyboots

100% that gnome
I've read some PbTA games, but it don't seems like my type of game, I can't wrap my head around the way the GM should be... GMing it, and, as the forever GM in my group (except for D&D), probably I will never play one of those as a player to actually experience it.
As a fellow forever DM, I use GenCon Online each year to play new games. It's been a great experience each year.
 

Faolyn

(she/her)
I've read some PbTA games, but it don't seems like my type of game, I can't wrap my head around the way the GM should be... GMing it, and, as the forever GM in my group (except for D&D), probably I will never play one of those as a player to actually experience it.
I'm going to give it a shot, at least, so I'm just keeping my fingers crossed that my table can figure it out.
 

Lilcamper

Explorer
As a fellow forever DM, I use GenCon Online each year to play new games. It's been a great experience each year.
Yeah, but my english is not that good. I can hear, write and understand sjut right, but I have to speak a little to slow to be able to participate on an online game in english, so I guess that I'm out for it. But I'm ok with it, actually.
Would anyone here try to "translate" these scenes in this topic to one of the PbTA games? It would be nice!

And sorry for the delay in posting the EABA conversion! Things are a little frantic in my work these days...
 

Whizbang Dustyboots

100% that gnome
Yeah, but my english is not that good. I can hear, write and understand sjut right, but I have to speak a little to slow to be able to participate on an online game in english, so I guess that I'm out for it. But I'm ok with it, actually.
It'd be worth peeking at the GenCon Online list this year. (Registration is free.) They have a number of games in other languages, although obviously fewer than in English.
 

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