Simpler alternatives to run Shadowrun?


log in or register to remove this ad

You also see that with DCC RPG. As much as I think they're both great systems, I'm generally not a fan of using one system for every genre.
Yeah, DCC has some natural fits, like riffing off of Gamma World, as Goodman itself has done, but the mechanics have a very specific tone that I don't think make sense for lots of genres.

An espionage game built on DCC and its possibility of spiraling way out of control would look more like Austin Powers than James Bond, for instance.
 

Savage Worlds is my favourite system. I would put it at a similar level of crunch to 5e, but it uses its crunch better in my opinion. It’s great for an action-adventure feel and it has good support for a wider range of activity than many other systems with good rules for chases, generally applicable ‘dramatic tasks’, social influence and more.
IM limited E & IMO, SavW is less complex than D&D 5E by late Tier II... they both tack on rules-by-exception; SavW does so more concisely, and with fewer exceptions to the exceptions.

SavW has the advantage of a LOT of sourcebooks, including a fantasy companion and a sci-fi companion, which can mix-n-match... which is work, but not that hard.
 

They are similar, but not the same. You can see the DNA of Cyberpunk 2020 in both, but they diverge in some key aspects. I think Cyberpunk Red is pretty simple, with a few quirks like netrunning (which, granted, is more simple than Shadowrun's Matrix). Once you get it down, it flows very smoothly. The Witcher is more complicated, with more subsystems.
the key to Interlock as a system is that each Interlock game is an adapted core, much like how 2d20 and YZE games are... the procedures are similar within the system, with the attributes and skills scaling the same, the attributes are mostly the same, but everything else is subject to change.

One can easily cross-use critters and such, but the damage rules differ strongly
Mekton II and Mekton Zeta have a different damage scaling than CP 2013/2020.
Both are different from the Interlock end of Fuzion games (which I only recall a couple).
TFOS/Star Riders is a third damage scale, and also uses a d6 for rolls instead of a d10...

I have used CP2020 + Night's Edge + Mekton Empire (psionics rules only) for a CP one-shot shadowrunish feel... it worked fine, but I converted 1 Mekton DP to 1d6 CP damage.
 

Yeah, DCC has some natural fits, like riffing off of Gamma World, as Goodman itself has done, but the mechanics have a very specific tone that I don't think make sense for lots of genres.

An espionage game built on DCC and its possibility of spiraling way out of control would look more like Austin Powers than James Bond, for instance.
Matching mechanics and tone is a big part of it. Some systems are designed with very specific goals that don't match certain genres or tonalities. Not that there haven't been attempts at universal systems, but I would struggle to name one that did things better than a purpose-built system. MYB

the key to Interlock as a system is that each Interlock game is an adapted core, much like how 2d20 and YZE games are... the procedures are similar within the system, with the attributes and skills scaling the same, the attributes are mostly the same, but everything else is subject to change.

One can easily cross-use critters and such, but the damage rules differ strongly
Mekton II and Mekton Zeta have a different damage scaling than CP 2013/2020.
Both are different from the Interlock end of Fuzion games (which I only recall a couple).
TFOS/Star Riders is a third damage scale, and also uses a d6 for rolls instead of a d10...

I have used CP2020 + Night's Edge + Mekton Empire (psionics rules only) for a CP one-shot shadowrunish feel... it worked fine, but I converted 1 Mekton DP to 1d6 CP damage.
Scaling has always been tough when combining systems. Despite ostensibly featuring the same mechanics, combining Palladium games was a fraught exercise.
 

If you're looking for a Blades in the Dark style game, might I recommend CBR+PNK; the +Weird plugin adds rules to make it more like ShadowRun. I did the Kickstarter for the original and it is well worth-it. The base game is not suited for campaign play, really (you're supposed to be runners doing "one last job") but the CBR+PNK: re.SERIALIZED plugin gives rules for campaign play.
 

Remove ads

Top