Shadorun without the shadowrun rules

Gundark

Explorer
We (our group) really love the shadowrun world, we tried 4e SR and were less than impressed with the rules. Can anyone recommend a good ruleset to play SR with?

Here are ones that are crossed off the list

d20 modern - as the magic in d20 modern is quite weak

GURPS - it might be a great fit, however GM prep time scares me away.


Other than that give me your suggestions
 

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M&M - my fave system atm, so no surprises here. But yes, it could do Shadowrun, with ease.

True20 - An alternative to M&M, preferred by some. Also, not all 'superheroes' on the surface, which is enough to put some people off, with M&M.

d20 Modern - no, really. Check out some of the third-patry supplements, if you think magic has to be weak, or whatever.
 

My go-to system is HERO, but M&M is #2, and could easily handle the task.

D20 Modern, especially if you use Urban Arcana, Dark*Matter, and Green Ronin's Modern Magic and Psychic Handbook would do the job nicely as well.
 

Gundark said:
We (our group) really love the shadowrun world, we tried 4e SR and were less than impressed with the rules. Can anyone recommend a good ruleset to play SR with?

Here are ones that are crossed off the list

d20 modern - as the magic in d20 modern is quite weak

GURPS - it might be a great fit, however GM prep time scares me away.


Other than that give me your suggestions
The problem is finding a game that handles
- Cybernetics
- Matrix
- Rigging
- Magic
all in one bundle, and well. At least if you want to maintain most of the Shadowrun "flair".

D20 Modern magic is still vancian magic. Creating a non-vancian system isn't easy. Maybe the Complete Arcane Warlock can be used as a template for SR magic these days.
But it's really hard to capture the feel of SR magic with other game systems. (Some might say even the 4E system doesn't do it, with the higher transparency between hermetic and shamanistic magic.)*

If all you want is magic and fantasy races combined with firearms and high tech, I recommend D20 Modern + Urban Arcana + moderate use of the d20 Future (Cybernetics is really the only high-tech stuff you need).

My group tried to create a d20 Modern adaptation of Shadowrun, but it didn't really seem to work that well.

*) Overall, despite the "loss of flavour" in the magic rules, SR 4 looks definitely better then 3E on an overall game mechanics level.
 
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Hero System would be my choice.

It's a complex system though, can take some learning. eg: combat can be slow until you've built up a familiarity with it. Also, GM prep time won't be any easier than GURPS really. Even with several source books.

cheers.
 

d20 Modern works well if you make the following changes:

* Make the "Advanced Classes" available as base classes, and base classes become the NPC classes. "Heroic" NPCs get talent trees as usual. You might even consider using Gestalt rules with a base class and Advanced Class; as is, all the base classes are designed to lead into Advanced classes and PCs would miss out on some decent Talents if they followed solely an Advanced class.
* Use Psionics, and change all Mage spells to use the Psionics mechanics. Nothing bugs me more than Vancian spellcasting in Modern mechanics. If not, I would STRONGLY suggest picking up Elements of Magic: Mythic Earth if you plan on sticking to d20. It's a skill-based magic system (mucl like Shadowrun) that is purely freeform, plus you can customize magical traditions to suit a Modern world.
* Use Armor as DR rules from Unearthed Arcana.
* Use Hit Points = Health for 1st level, and add average HP/level based on class. No random rolling HP.
* Toughness feat gives 1 hp/level instead of a flat 3.

The most important thing to remember about Modern gaming is that it's all about the STORY. Killing things/taking their stuff and leet p0w3rz are always a benefit but should come secondary to character/NPC interaction and plot development.

Give that a go, see how it flies.
 
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You can't go wrong with Savage Worlds for such an effort. There are so many fan conversions out there that you should easily be able to either find a complete Shadowrun conversion or build one by scavenging parts from here and there. I imagine it would be extremely easy to do. In fact, here's a conversion document that includes converting SR stats to SW:
www.savageheroes.com/conversions/Savage Worlds Conversion Data.pdf

Good Luck In Your Quest,
Flynn
 


I'm going to also have to throw in for d20 Modern with Urban Arcana (practically Shadowrun in everything but name) and just 1 or 2 supplements for magic variety and it's perfect. Worked outstanding for our group.

-DM Jeff
 

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