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Thinking of running a Shadowrun game... any advice for me?
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<blockquote data-quote="Rubik_the_Cube" data-source="post: 6534356" data-attributes="member: 6776275"><p>Eminence_Grise,</p><p></p><p>I can't speak to Interface Zero as I haven't purchased the setting. What I can say is that I will be running my Savage Shadowrun game using the core rules (delux edition) and just adding skill and edges to cover what I need. For example, I would add Hacking to the skill list. General computer use seeking unprotected information would fall under Investigation for me, but Hacking is specifically targeting protected information or systems so I feel like it's different enough to add.</p><p></p><p>I'd also bring over a lot of the gear, but in a much more simplified list. For example, I would bring over all the weapon categories, but the specific weapon used would basically be trappings. I would probably use trappings for different types of ammo as well. All heavy pistols do X damage, my trappings say that mine is a Colt Manhunter with a laser sight. I would make similar mods to the non-weapon gear and cyber/bioware to simplify those lists as well.</p><p></p><p>Derren,</p><p></p><p>It's not that I find playing Shadowrun to be too complicated. I find it to be <em>needlessly</em> complicated. For my money, the complications do not add anything of value to the game. </p><p></p><p>The rules for shooting automatics are one example. I can shoot the same gun semi-auto, burst, or full auto, and that's not too bad. But when I'm firing bursts I have to choose to fire a short-narrow, short-wide, long-narrow, or long-wide burst. That choice requires me to remember what modifier each type of burst applies to the dice pool in order to choose the correct type of burst for the current situation. Then add in eight different types of ammo you could be using that each have their own modifiers or rules associated with them. And shooting is much easier to understand than decking, magic, or technomancy.</p><p></p><p>Saelorn and Umbran, </p><p></p><p>My GM is also running the game such that all deckers are NPCs. I think it's telling that the rules for that particular subsystem are so opaque that many (most?) people choose to ignore them. When I run my Shadowrun game, I will choose to take the same approach to the entire rule system. In my opinion, the setting does not rely of the rule system at all and I'd much rather use something more simple and flexible.</p><p></p><p>- RtC</p><p></p><p>*Not trying to crap on Shadowrun, I know a lot of people like the system and they're not wrong for doing so.</p></blockquote><p></p>
[QUOTE="Rubik_the_Cube, post: 6534356, member: 6776275"] Eminence_Grise, I can't speak to Interface Zero as I haven't purchased the setting. What I can say is that I will be running my Savage Shadowrun game using the core rules (delux edition) and just adding skill and edges to cover what I need. For example, I would add Hacking to the skill list. General computer use seeking unprotected information would fall under Investigation for me, but Hacking is specifically targeting protected information or systems so I feel like it's different enough to add. I'd also bring over a lot of the gear, but in a much more simplified list. For example, I would bring over all the weapon categories, but the specific weapon used would basically be trappings. I would probably use trappings for different types of ammo as well. All heavy pistols do X damage, my trappings say that mine is a Colt Manhunter with a laser sight. I would make similar mods to the non-weapon gear and cyber/bioware to simplify those lists as well. Derren, It's not that I find playing Shadowrun to be too complicated. I find it to be [I]needlessly[/I] complicated. For my money, the complications do not add anything of value to the game. The rules for shooting automatics are one example. I can shoot the same gun semi-auto, burst, or full auto, and that's not too bad. But when I'm firing bursts I have to choose to fire a short-narrow, short-wide, long-narrow, or long-wide burst. That choice requires me to remember what modifier each type of burst applies to the dice pool in order to choose the correct type of burst for the current situation. Then add in eight different types of ammo you could be using that each have their own modifiers or rules associated with them. And shooting is much easier to understand than decking, magic, or technomancy. Saelorn and Umbran, My GM is also running the game such that all deckers are NPCs. I think it's telling that the rules for that particular subsystem are so opaque that many (most?) people choose to ignore them. When I run my Shadowrun game, I will choose to take the same approach to the entire rule system. In my opinion, the setting does not rely of the rule system at all and I'd much rather use something more simple and flexible. - RtC *Not trying to crap on Shadowrun, I know a lot of people like the system and they're not wrong for doing so. [/QUOTE]
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Thinking of running a Shadowrun game... any advice for me?
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