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To Mystically-Modernize Spycraft?
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<blockquote data-quote="Corinthi" data-source="post: 1225885" data-attributes="member: 8272"><p>The Shadowrun Monk is called, ironically enough, a Physical Adept. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But, with that, you're still not ready to go. As good as Spycraft is, Shadowforce Archer mysticism does not even come close to modeling Shadowrun Magicians.</p><p></p><p>The best place to ask this question is on the Spycraft Forums at <a href="http://www.alderac.com" target="_blank">www.alderac.com</a> . There are some really talented modders who are using the design guidelines for Shadowrun classes to create all sorts of things, including magic users.</p><p></p><p>Also, send a private mail to Morgenstern. He's written up some /fantastic/ things in his spare time for fantasy oriented Spycraft and may be willing to collaborate.</p><p></p><p>I think Spycraft would be a good engine for a Shadowrun type game, but it'd need some substantial modding. You'd need a way to track wealth and the effects thereof. You'd need to decide how to handle Essence, Cyberware, and Bioware. You'd need some good rules for spirits, summoning, and magic. Races would be easy using macro departments, although Trolls might be tough to balance fairly. It'd be a lot of work, but doable.</p><p></p><p>All that said, why not just use Shadowrun? Shadowrun is one of those games who's system is intricately tied into the 'feel' of the game. Fanpro is still publishing books for 3rd Edition Shadowrun, which is light years better than it's previous successors. I realize some people have trouble dealing with the dice pools in Shadowrun, but the system's not that complex.</p></blockquote><p></p>
[QUOTE="Corinthi, post: 1225885, member: 8272"] The Shadowrun Monk is called, ironically enough, a Physical Adept. ;) But, with that, you're still not ready to go. As good as Spycraft is, Shadowforce Archer mysticism does not even come close to modeling Shadowrun Magicians. The best place to ask this question is on the Spycraft Forums at [url]www.alderac.com[/url] . There are some really talented modders who are using the design guidelines for Shadowrun classes to create all sorts of things, including magic users. Also, send a private mail to Morgenstern. He's written up some /fantastic/ things in his spare time for fantasy oriented Spycraft and may be willing to collaborate. I think Spycraft would be a good engine for a Shadowrun type game, but it'd need some substantial modding. You'd need a way to track wealth and the effects thereof. You'd need to decide how to handle Essence, Cyberware, and Bioware. You'd need some good rules for spirits, summoning, and magic. Races would be easy using macro departments, although Trolls might be tough to balance fairly. It'd be a lot of work, but doable. All that said, why not just use Shadowrun? Shadowrun is one of those games who's system is intricately tied into the 'feel' of the game. Fanpro is still publishing books for 3rd Edition Shadowrun, which is light years better than it's previous successors. I realize some people have trouble dealing with the dice pools in Shadowrun, but the system's not that complex. [/QUOTE]
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