Shadowrun
Shadowrun Play => Gamemasters' Lounge => Topic started by: PiXeL01 on <10-29-14/0240:53>
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In my SR5 universe I'm thinking to pull my runners through the horror that was UB and Bug City so Chicago is still "normal" in my version of the world. To "ease" them into the confrontation with Insect Spirits I'm considering using Missing Blood (from the Universal Brotherhood book) to set everything off and before throwing them into the hell that Chicago became.
That means I need to convert the whole thing. Luckily with Street Grimoire we have rules for bugs but should the force stay the same as in the adventure or be lowered?
Another problem is the host. It's described as Red meaning pretty high rating ... 8 perhaps.
Also has anyone run this lately under the sr5 banner.
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I did a few old scenarios that I adapted for 5th edition (Bottled Demon et Dreamchipper)
The best advice I can give you is that you need to take some time for the conversion, I don't think there's a special formula to easily convert old books.
I read through the scenarios, analyzed the stats provided and then I made my own adaptation for the 5th edition and revised them to make sure I didn't miss anything. It could also be a good opportunity to had some twists of your own that could fit with the scenario.
Hope this helps!
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when i convert i do it fast and lose. My PCs roll X amount of dice to do Y is this person better or worse at Y than the runners? Better give them a pool of x+2 to 4 if they are worse give them a pool that is X-2 to 4. It's a system that has work rather well for me over the years :)
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I worked up a converter google spreadsheet to convert SR1-3 to SR4 for my own campaign romping through the printed adventures of SR1-3 using the SR4/2050 books for the mechanics.
Shaidar's SR Converter (https://docs.google.com/spreadsheet/ccc?key=0An7nEcRX4bNfdG05YVIwdEx0QmxZcm43OWtSMHlwVGc&usp=drive_web#gid=0)
Feel free to use the SR4-SR5 conversion document to take it from there.
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Sounds great! Thank you!
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I have ran my sr5 group through Silver Angel, Mercurial, Bottled Demon, Dragon Hunt, a few of the Harlequin scenarios.. ultimately, I do most conversions on the fly. Attributes I tend to leave more or less the same, as with skills. I'll add skills that didn't exist in sr1, and split Quickness/Intelligence into the sr5 attributes.. Use the modern equivalent to any gear/spells mentioned.
As for the Matrix hosts, those I typically just try to go with what makes sense, comparing it with the host difficulty chart. Some of what might have been "difficult" back in SR1 might make sense to only be a rating 3 or 4 Host now days. Just play it by ear.. Once you actually start doing it, it's a lot easier than one might think to just run these for SR5 right out of the book, on the fly.
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Same deal for me, I try not to let stats slow down my prep and in-game narration so I usually work only with dice-pools for NPC's as opposed to attributes and skills. I need to know dice-pools way more often than an individual skill or stat. So if I have prep-time for an NPC I just give him the BARSWLIC that I feel reflects him/her and then write down dicepools that reflect difficulty level and then if I ever need a skills I calculate those by subtracting the attribute. When I have an NPC on the fly, I just use a generic dicepool of 8 for average NPC's, about 12 for medium and 15-18 for tougher ones and I roll that dicepool for most of their rolls, giving or taking a few dice if I feel it's warranted given the nature of the NPC. I use a GM screen so that PC's don't see this and what I sacrifice in precision I get back in keeping the flow going of the game. I'm slow with numbers so every number I have to look up is a real drag. I would say run all the fluff as is and then improvise on the fly the NPC's. Besides, if your PC's have enough edge they'll blow-away anything you got and if you try to wear them down by attrition, your combat sequences will start taking up 1-2 entire sessions.
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Same deal for me, I try not to let stats slow down my prep and in-game narration so I usually work only with dice-pools for NPC's as opposed to attributes and skills. I need to know dice-pools way more often than an individual skill or stat. So if I have prep-time for an NPC I just give him the BARSWLIC that I feel reflects him/her and then write down dicepools that reflect difficulty level and then if I ever need a skills I calculate those by subtracting the attribute. When I have an NPC on the fly, I just use a generic dicepool of 8 for average NPC's, about 12 for medium and 15-18 for tougher ones and I roll that dicepool for most of their rolls, giving or taking a few dice if I feel it's warranted given the nature of the NPC. I use a GM screen so that PC's don't see this and what I sacrifice in precision I get back in keeping the flow going of the game. I'm slow with numbers so every number I have to look up is a real drag. I would say run all the fluff as is and then improvise on the fly the NPC's. Besides, if your PC's have enough edge they'll blow-away anything you got and if you try to wear them down by attrition, your combat sequences will start taking up 1-2 entire sessions.
I have ran my sr5 group through Silver Angel, Mercurial, Bottled Demon, Dragon Hunt, a few of the Harlequin scenarios.. ultimately, I do most conversions on the fly. Attributes I tend to leave more or less the same, as with skills. I'll add skills that didn't exist in sr1, and split Quickness/Intelligence into the sr5 attributes.. Use the modern equivalent to any gear/spells mentioned.
As for the Matrix hosts, those I typically just try to go with what makes sense, comparing it with the host difficulty chart. Some of what might have been "difficult" back in SR1 might make sense to only be a rating 3 or 4 Host now days. Just play it by ear.. Once you actually start doing it, it's a lot easier than one might think to just run these for SR5 right out of the book, on the fly.
Ok I have had to do conversions for different games down through the years and this is the best advice I can give. Simply put if the original adventure calls for a nasty cyber ninja type guy make one and say its him. This allows you to have a feel fow what your group can and can't do plus since you created the NPC you have a good idea of what it can do. Plus I have always used pretty much the same group of mooks for what ever I need one. They have an armored jacket, Ares Predator and if it is a skill they use its at lvl 4. This allows you to give the same feel instead of having to worry about details btween system which truly never will be correct so just wing it.
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I am currently running the Mercurial adventure for two different groups for 5th ed. I first read/Listened to the book once then went back and made notes to what I thought fit into 5th ed rules. For the mooks and NPC"s I just ran them though a character generator program. So far both my groups are half way though the adventure and so far so good. ;D