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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: 6535669" data-attributes="member: 6776275"><p>While I agree that Shadowrun is a process-simulation, that is a product of the rules, not the setting. Nothing about the setting of Shadowrun demands that it be played with a process-simulation rule set. When I read the story excerpts in the rule book, I could see myself reproducing them in gameplay using Savage Worlds. So far, the stories that have come out of our game have had nothing to do with selecting exactly the right type of weapon or ammo nor have they had anything to do with what OS our comm links are running, whether our cyberware is new or second-hand, or what attachments are weapons have. And regarding ammo specifically, I agree that the type of ammo plays an important role, I just don't think it's important enough to justify the way overly detailed it's implemented. I could model that with trappings in Savage Worlds and get the same effect with almost none of the overhead. Buy ammo, choose trapping, done. </p><p></p><p></p><p></p><p>Savage Worlds is flexible enough to allow for the same player options you have in the Shadowrun rules without explicitly spelling them all out using various disconnected subsystems.</p><p></p><p>I want to point out that I'm not trying to come across as someone who believes Savage Worlds is the best system to run any game or setting. I certainly prefer other games for certain genres. I enjoy D&D 4e to get my fantasy fix, for example. I don't even have an issue playing in a Shadowrun game and am enjoying the one I'm in right now in spite of the rules. What I am saying is that I would never choose to GM a game using this rule set, that the setting of Shadowrun can be enjoyed independent of the rule set, and that if I were to run a Shadowrun game I would take the setting and use Savage Worlds for the rules.</p><p></p><p></p><p></p><p>I don't know what Exalted is, but I agree about stunts in Shadowrun. The game encourages you to play smart and cautious unless you just absolutely outclass your enemies and can end them before backup arrives.</p><p></p><p></p><p></p><p>I defer to your experience as PC deckers are not allowed by my GM. I assumed it was because the rules were complicated, but if it is because the rules create a separate mini-game where only the decker can participate I stand corrected.</p><p></p><p>- RtC</p></blockquote><p></p>
[QUOTE="Rubik_the_Cube, post: 6535669, member: 6776275"] While I agree that Shadowrun is a process-simulation, that is a product of the rules, not the setting. Nothing about the setting of Shadowrun demands that it be played with a process-simulation rule set. When I read the story excerpts in the rule book, I could see myself reproducing them in gameplay using Savage Worlds. So far, the stories that have come out of our game have had nothing to do with selecting exactly the right type of weapon or ammo nor have they had anything to do with what OS our comm links are running, whether our cyberware is new or second-hand, or what attachments are weapons have. And regarding ammo specifically, I agree that the type of ammo plays an important role, I just don't think it's important enough to justify the way overly detailed it's implemented. I could model that with trappings in Savage Worlds and get the same effect with almost none of the overhead. Buy ammo, choose trapping, done. Savage Worlds is flexible enough to allow for the same player options you have in the Shadowrun rules without explicitly spelling them all out using various disconnected subsystems. I want to point out that I'm not trying to come across as someone who believes Savage Worlds is the best system to run any game or setting. I certainly prefer other games for certain genres. I enjoy D&D 4e to get my fantasy fix, for example. I don't even have an issue playing in a Shadowrun game and am enjoying the one I'm in right now in spite of the rules. What I am saying is that I would never choose to GM a game using this rule set, that the setting of Shadowrun can be enjoyed independent of the rule set, and that if I were to run a Shadowrun game I would take the setting and use Savage Worlds for the rules. I don't know what Exalted is, but I agree about stunts in Shadowrun. The game encourages you to play smart and cautious unless you just absolutely outclass your enemies and can end them before backup arrives. I defer to your experience as PC deckers are not allowed by my GM. I assumed it was because the rules were complicated, but if it is because the rules create a separate mini-game where only the decker can participate I stand corrected. - RtC [/QUOTE]
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Thinking of running a Shadowrun game... any advice for me?
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