Shadowrun d20?

Geron Raveneye said:
Not more or less than a d20 L5R or d20 CoC version, I'd say...we've seen both so far. Not saying they were of equal quality to their originals, mind you (although I like what I've seen of d20 CoC), but it has happened. :p

Actually, you've just helped me illustrate my point. A rule mechanic should match the genre that the game system is trying to emulate. IMHO, Shadowrun is flawed from the beginning with the mix of magic and technology (cyberpunk settings are about the technology and how man is affected by it, often negatively), having it attached to a d20 game mechanic would most likely weaken it further. If you wanted a cyberpunk setting in a fantasy world, then Dark Sun is a great example of where the genre mix has worked (in that case, the technology was magic). Take a look at d20 Star Wars, the game mechanic does not allow you to match the action seen in the movies - while the WEG d6 Star Wars did. Not everything needs to become d20. Each game should have the best rules mechanic to fit the genre it is emulating. Some work, some don't. Your mileage may vary, YMMV.
 

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By your logic, you'd make Shadowrun a clone of Cyberpunk 2020. I prefer its current setting; mixing magic and technology with fantasy races in the near-future world.
 

Nah, he just said that Shadowrun doesn't really capture the flavour of the cyberpunk genre. ;)

As for the rst, I actually agree...for some game systems, the rules were tailored specifically to what the designers wanted to portray with the game...L5R is one game where it shows heavily, for example. Porting those over to d20 does not always result in a great d20 game.

Which is why I'm still playing L5R d10 and Shadowrun d6. As for learning a new rules system...as long as I'm not GMing, I only have to learn the resolution system and the special abilities of my character, neh? ;)
 


Hmmmm...

I await with interest. It's not d20, of course, but I wonder how they're making it more streamlined - maybe like World of darkness did, and not mod the target numbers but mod the number of dice used?
 

I absolutely can't wait to see what they've done with the rules. I liked the SR mechanic, but it got to heavy in places and (my) games often became more about the math than the game if I didn't control it.

I'm particularly interested in the idea of a new, more friendly and "mobile", system for the matrix and decking. If they manage to get that right, this could be an amazing edition. Work on my homebrew d20 'cyberpunk' campaign (not a Shadowrun clone, but with similarities) setting may go on hiatus until I learn more.
 

HOLY!!!!

GenCon should be a real doozy this year. I planned to spend a good amount of time at the FanPro booth, guess I'll be spending a bit more now.
 

Ranger REG said:
What's the difference between Shadowrun and d20 Modern/Urban Arcana ... besides the obvious rules system?
Not much. Add in d20 Future for some cybernetic implants and the like, and you can pretty much get your Shadowrun d20 going right there.
 


jeff37923 said:
Actually, you've just helped me illustrate my point. A rule mechanic should match the genre that the game system is trying to emulate. IMHO, Shadowrun is flawed from the beginning with the mix of magic and technology (cyberpunk settings are about the technology and how man is affected by it, often negatively), having it attached to a d20 game mechanic would most likely weaken it further.
Actually, since the whole premise of Shadowrun is D&D in Cyberpunk, I find your statement bordering on ridiculous.
jeff37923 said:
If you wanted a cyberpunk setting in a fantasy world, then Dark Sun is a great example of where the genre mix has worked (in that case, the technology was magic).
Dark sun bears only a few superficial resemblances to the cyberpunk genre. Another statement bordering on ridiculous.
jeff37923 said:
Take a look at d20 Star Wars, the game mechanic does not allow you to match the action seen in the movies - while the WEG d6 Star Wars did.
Not every gamer agrees with that (I don't.) If it weren't just your personal opinion, I'd say that's your third strike of making ridiculous claims in one post.
jeff37923 said:
Not everything needs to become d20. Each game should have the best rules mechanic to fit the genre it is emulating. Some work, some don't. Your mileage may vary, YMMV.
I find that sentiment to be way over-hyped. Often, the same people who make that statement will then point to some game like Call of Cthulhu, and talk about how well the system matches the setting, all the while forgetting the BRP was first developed for Runequest; a game that was not unlike D&D in it's initial incarnation. d20 is such a flexible modular system that it's difficult to make a claim that it wouldn't work as well as any alternative to capturing just about any genre. I'm open to being proved wrong on this, but for the most part, nobody ever comes up with anything convincing (assuming they come up with anything at all) to try.

Now, I don't have a problem with games being non-d20. More power to them. But don't make specious claims about d20 not being suited to the game to prove that point. All you have to say is, "I like the SR system just fine."
 

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