Shadowrun
Off-topic => General Gaming => Topic started by: Sarone on <12-09-12/0204:20>
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Hey All,
Just wondeirng if any one has toyed around with using Shadowrun Rules in a Starcraft Setting? How did it go for you?
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Don't really think that setting would really make a good tabletop RPG. One of the species is just too massive and belligerent to be anywhere near a proper level challenge for a group of PCs (the characters would be slaughtered handily).
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Don't really think that setting would really make a good tabletop RPG. One of the species is just too massive and belligerent to be anywhere near a proper level challenge for a group of PCs (the characters would be slaughtered handily).
True, though for the most part it would be mostly human (terran) who would be used. Protoss are too much of a head ache, being mostly a min-maxers dream, while Zerg wouldn't be used until after SC2: HotS.
Mostly, from playing the game, the team would be following James Raynor around, either helping out on missions that can use support, or take on missions by themselves (in situations that shouldn't require an army).
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True, though for the most part it would be mostly human (terran) who would be used. Protoss are too much of a head ache, being mostly a min-maxers dream, while Zerg wouldn't be used until after SC2: HotS.
Mostly, from playing the game, the team would be following James Raynor around, either helping out on missions that can use support, or take on missions by themselves (in situations that shouldn't require an army).
Still don't think it'd be a good idea. Even less of one considering the second statement in the quoted post, as that puts the PCs as "sideliners" to a powerful NPC. This is a no-no for GMing.
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Still don't think it'd be a good idea. Even less of one considering the second statement in the quoted post, as that puts the PCs as "sideliners" to a powerful NPC. This is a no-no for GMing.
Not quite railroading. But more of guiding. But taht's besides the point.
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Still don't think it'd be a good idea. Even less of one considering the second statement in the quoted post, as that puts the PCs as "sideliners" to a powerful NPC. This is a no-no for GMing.
Not quite railroading. But more of guiding. But taht's besides the point.
Didn't say it was. It's still a bad move because the powerful NPC is likely to overshadow the PCs (who are supposed to be the game's main heroes).
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What if Raynor was more of a 'Mr Johnson' type, handing out missions to a special ops type team. Then run it with an aliens feel, lots of abandoned space stations, government research stations, infiltrating military bases, defending small outposts from waves of zerg while waiting for evac, sneaking through an infected city to break into an old secret military base, avoiding the remaining automated defences only to have a small team of protos show up (or even one) for a final battle for the artifact... and so forth.
I think its doable, but the key would be fun adventures against balanced odds.
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What if Raynor was more of a 'Mr Johnson' type, handing out missions to a special ops type team. Then run it with an aliens feel, lots of abandoned space stations, government research stations, infiltrating military bases, defending small outposts from waves of zerg while waiting for evac, sneaking through an infected city to break into an old secret military base, avoiding the remaining automated defences only to have a small team of protos show up (or even one) for a final battle for the artifact... and so forth.
I think its doable, but the key would be fun adventures against balanced odds.
That was actually my plan.
Depending on the timeline, it'll either be Mengsk/Raynor/Whoever in Charge that hands out the missions. Maybe a mission calls for a scapel instead of a sledge hammer? Maybe the fleet need to provide support? Maybe the team is providing recon or such?
Then again, it also call for how much the players have played the original Starcaft/Starcraft 2.
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What if Raynor was more of a 'Mr Johnson' type, handing out missions to a special ops type team. Then run it with an aliens feel, lots of abandoned space stations, government research stations, infiltrating military bases, defending small outposts from waves of zerg while waiting for evac, sneaking through an infected city to break into an old secret military base, avoiding the remaining automated defences only to have a small team of protos show up (or even one) for a final battle for the artifact... and so forth.
I think its doable, but the key would be fun adventures against balanced odds.
That was actually my plan.
Depending on the timeline, it'll either be Mengsk/Raynor/Whoever in Charge that hands out the missions. Maybe a mission calls for a scapel instead of a sledge hammer? Maybe the fleet need to provide support? Maybe the team is providing recon or such?
Then again, it also call for how much the players have played the original Starcaft/Starcraft 2.
Just remember, when putting together an enemy "horde" encounter, each individual member of that horde should be noticeably weaker than the PCs. Otherwise it will slaughter them like sheep.
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What if Raynor was more of a 'Mr Johnson' type, handing out missions to a special ops type team. Then run it with an aliens feel, lots of abandoned space stations, government research stations, infiltrating military bases, defending small outposts from waves of zerg while waiting for evac, sneaking through an infected city to break into an old secret military base, avoiding the remaining automated defences only to have a small team of protos show up (or even one) for a final battle for the artifact... and so forth.
I think its doable, but the key would be fun adventures against balanced odds.
So true. 'horde' type battles should involve the PCs literally slaughtering the enemy, only for more and more to keep coming, flanking them, etc. Then the presure is on to maintain distance between the enemy and the PCS, perhaps with the PCs maintining layered defences and falling back. Track ammo in these encounters, because it should be missed shots, reloading and other similar events which put the tension in the came... don't have tough enemies who can take more than one or two blows. Keep the battle fast, and the key to fast is simple.
That said, the toughest 'horde' type battle involves hordes of weak enemy with one or two tough monster types. But that would be for battles at the end of a major stage in your campaigns, because the horde+monster combo can be a quick way to kill PCs if they are not warned/ready to expect it.
That was actually my plan.
Depending on the timeline, it'll either be Mengsk/Raynor/Whoever in Charge that hands out the missions. Maybe a mission calls for a scapel instead of a sledge hammer? Maybe the fleet need to provide support? Maybe the team is providing recon or such?
Then again, it also call for how much the players have played the original Starcaft/Starcraft 2.
Just remember, when putting together an enemy "horde" encounter, each individual member of that horde should be noticeably weaker than the PCs. Otherwise it will slaughter them like sheep.
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There is that.
The campaign would also explore the human-protoss psionic path, with the team rescuing a protoss delegation and learning to use various psionic abilities.
Basic ending idea: the team faces off against Kerrigan and try to slow her down.
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There was Starcraft Adventures produced which used a cut down version of the Alternity Rules
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There was Starcraft Adventures produced which used a cut down version of the Alternity Rules
There was that, which wasn't terrible, but not too great.
Sometime this month I'll start putting together ideas for the various parts fo the game (terran weapons and armor, the psionic abilities, zerg forces, etc.)
I like the idea (and enjoy those who support it) of zerglings being 2 or 3 wounds and a decent dodge by themsleves, but when they are in a horde like environment it becomes negated.
Any other ideas I should consider (and someone else can consider)?
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You have implication of cyberware in Starcraft 2 (if I can remember, I don't like Activision), but it's not unlikely for it to exist a long ways back through or even before Starcraft 1 if you want your campaign to start back that far. Raynor was mentioned to be a marshal with power over a variety of people, so it's not implausible that people like him would be tasking bounty-hunters to go out and snag deserters, misbehaving scientists, investigate unregistered research bunkers, etc. Quite a lot of mystery/horror-element options if you're wanting to play a game like that, though sooner or sooner the Zerg would become something you have to deal with, and you'd have to decide if they're the scary monsters portrayed in the cinematics or the easily blown-apart mooks portrayed in-game.
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You have implication of cyberware in Starcraft 2 (if I can remember, I don't like Activision), but it's not unlikely for it to exist a long ways back through or even before Starcraft 1 if you want your campaign to start back that far. Raynor was mentioned to be a marshal with power over a variety of people, so it's not implausible that people like him would be tasking bounty-hunters to go out and snag deserters, misbehaving scientists, investigate unregistered research bunkers, etc. Quite a lot of mystery/horror-element options if you're wanting to play a game like that, though sooner or sooner the Zerg would become something you have to deal with, and you'd have to decide if they're the scary monsters portrayed in the cinematics or the easily blown-apart mooks portrayed in-game.
Against sheeple, a Zergling is bad by itself. Against a trained shooter and such, Zergling would need to get a drop on them.
It's when you have multiple Zerglings and larger bugs that become an issue.
As far as cyberware, I am viewing it as low key stuff, just enough to help out the trained users or those who are sick or injured. Depending on where the group starts, it may or may not be too prevelant, and can even be subject to various norms.
Exempla #1: A farmer on Mar Sara might have a cyber arm/leg due to injuries and such, he probably won't have a cranial implant with access to the network.
Example #2: A research scientist/professor on Tyrador will have a cranial and eye implants to access his notes and diagrams for his studies and projects, though probably won't have any limbs replaced (unless there was a really interesting story behind it).
Basically, I mostly see low end cybernetics being in use by the majority, with those either lucky or with access getting better gear (depending on location, most might have a claw cybernetic if they lost a hand, with some getting a better model. Your mileage may vary, depending on location).
As for James, it would depend on the timing. Terran Campaign of SC wold probably be under the Magistrate and such.
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Hey All,
Just wondeirng if any one has toyed around with using Shadowrun Rules in a Starcraft Setting? How did it go for you?
Just my 2c, but didn't you consider using a general system as opposed to a setting specific one like SR? There are lots of systems out there which might fit better. After all, the SR system was made for SR which implies that some balancing decisions were based on the specifics of the setting.
Try Savage Worlds - that system handles big fights like your group against 20+ zergs quite well and it is very easy to make your own settings for Savage Worlds.
Or if you like more realism, try Basic RolePlaying. It's a percentile system with lots of customization options for GMs.
Finally, skim through the Dark Heresy books: after all, Starcraft borrows heavily from WH40k.
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Just my 2c, but didn't you consider using a general system as opposed to a setting specific one like SR? There are lots of systems out there which might fit better.
The advantage of those would be primarily that they don't have a default Setting. Shadowrun is very easily adapted to other settings. Want to run a sci-fi campaign? Lock away the magic. Want to run a medieval-era fantasy? Drop the Matrix. One of the things that led me to pick up Shadowrun is the fact that it can be easily adapted to multiple genres. Sure, it might not immediately facilitate using the Force in a Star Wars setting, but if a GM finished reading Heinlein's Starship Troopers then you've got Augmentation and the Iron Will from Attitude and you're set to go.
Savage Worlds - that system handles big fights like your group against 20+ zergs quite well and it is very easy to make your own settings for Savage Worlds.
Basic RolePlaying. It's a percentile system with lots of customization options for GMs.
Dark Heresy books: after all, Starcraft borrows heavily from WH40k.
I only saw Basic RolePlaying once, but isn't it more tuned to small-scale scenes and battles?
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Actually, Mithlas, the advantage of systems such as Mutants and Masterminds, Hero System, and GURPS is that they are level-less, point-based, effect-based systems, which means they scale easily to different power levels, and that you can create any effect you desire in them with a little work. It would be far, far easier to do, say, a Hero System game for Starcraft than converting Shadowrun.
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That's true. And I'll readily admit that I know extremely little about two mentioned above - again, Basic RolePlaying was something I only saw once a couple years ago, if I tried it again it might as well be a fresh start; and I wasn't much of a fan of Dark Heresy. Unfortunately, it's quite a bit harder to find a decent group willing to play a non-familiar world with one of those systems (I'm a writer with plenty of original worlds, I've tried), but I've never been able to pull together more than a couple people locally, and those groups are too small for most of the systems and stories that I have. I wouldn't mind trying a GURPS or Hero game, though. Both would be able to simulate the phenomena and different races I've got waiting in notes.
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I only saw Basic RolePlaying once, but isn't it more tuned to small-scale scenes and battles?
There are ways around it, like treating a huge swarm of zerglins as a single entity. Not that far-flung, considering their nature. But yes, BRP is tuned to small-scale scenes and battles.
Actually, Mithlas, the advantage of systems such as Mutants and Masterminds, Hero System, and GURPS is that they are level-less, point-based, effect-based systems, which means they scale easily to different power levels, and that you can create any effect you desire in them with a little work. It would be far, far easier to do, say, a Hero System game for Starcraft than converting Shadowrun.
And your wisdom knows no bounds. +1
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Which system you should pick depends in part on how exacting and tactical you want to be with things. I haven't played GURPS myself, but with Hero System and M&M, these are essentially two sides of the same coin. Hero System is a far more rigorous rule-set, including things like movement rates measured in 1m hex squares, a large variety of martial arts maneuvers for melee and ranged, both armed and unarmed, and so on. All in all, it has a very tactical feel, and makes for a grittier game, which may be more appropriate for your game. M&M, on the other hand, is d20 based, so most players will already know 90% of the in-game mechanics, allowing you to focus on world-building. However, it is a more free-wheeling, comic book style experience. Since they were both originally designed for the superhero genre, a good parallel would be to say that Hero System is like Batman taking on a bunch of mooks in an abandoned warehouse, while Mutants and Masterminds is like pretty much like Spider-man and Green Goblin doing an aerial battle over New York. If you're looking for a sense of realism, Hero System is the better choice. If you want epic battles, go with M&M.
Now, both systems have multiple versions out. I've played Hero 4th, 5th, and 6th, and the core mechanics have remained largely the same, with minor changes, throughout, so whichever of those you can get will be fine. I've played M&M 1st, 2nd, and 3rd, and there are fairly substantial rules changes between them. I would recommend going with M&M 2nd. If you can't find the books for either system through legit means, they are freely available through the internet piracy community.
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Good to know - I've only got Shadowrun the books for Shadowrun 4E, core book for GURPS (whatever the most recent edition is), and the core book for 3E Mutants and Masterminds, but given that my stories tend to lean more towards realistic and gritter rather than zany comic book action I might want to see if I can trade M&M for Hero, or check out one of those others. Granted, I think that given the lighter transhumanism elements in Isle of Dreams would mean that Shadowrun minus the magic would be ready to play almost immediately, but having a system with more ready-built mechanisms for things like psionics or such would be a handy tool to have. Thanks for the information.
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Now that I have some dedicated time this summer for gaming (I hope), I'm goin gto go ahead and start working on some basic ideas.
Initial idea is going back to the original Starcraft setting. The Corps detailed in the rule book are there, plus a few others from the series (Nova's family business, the Barnetts (from Heaven's Devils), etc.).
General idea is to go to roughly before the Protoss bombarded Chau Sara, with the focus being on the various survivors and their interactions with the various groups. initial location wil be Mar Sara, with a general period of "training" so people can get an idea on how the system works as well as let me create some critters before I throw in the Zerg.
Magic/Resonance aren't going to be used, though Psionic Ability will be added. All creatures start off with 1 or 2, with a max of 3 being allowed unless you by the gifted Postive Quality (unsure on points cost, but it can be awakened in game as well).
In addition, I'm thinking of either getting rid of or loosening the limitations on the amount of Qualities a person can have, though it should explained in their background.
I'm also adding Resocialized as a "Quality". I'm thinking severe penalties on personality and Mental statsbut allowsthe person to be trained in the use of power armor and associated weapons and equipment.
"Medium" and Heavy Power (is. Marine armor and the Firebat/Marauder armor) will also be fully sealed EVA suits, while the SCV is more like a pod than anything. This also means that weapons that Marines use (gauss rifles) are considered to be heavy weapons when outside of the armor.
Questions, Comment, and Concerns, please.