NEWS

Starcraft Setting (Shadowrun Rules)

  • 22 Replies
  • 8734 Views

Elektrycerze3

  • *
  • Omae
  • ***
  • Posts: 636
  • Russian Decker
« Reply #15 on: <04-03-13/0842:25> »
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.
Speech | Matrix/Communication | Thought | Astral
“Forget hackers, I have my buddies Smith & Wesson: innovators of the point-and-click interface.”

Mithlas

  • *
  • Omae
  • ***
  • Posts: 919
« Reply #16 on: <04-03-13/2145:05> »
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?

Mirikon

  • *
  • Prime Runner
  • *****
  • Posts: 8986
  • "Everybody lies." --House
« Reply #17 on: <04-03-13/2303:28> »
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.
Greataxe - Apply directly to source of problem, repeat as needed.

My Characters

Mithlas

  • *
  • Omae
  • ***
  • Posts: 919
« Reply #18 on: <04-04-13/0025:00> »
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.

Elektrycerze3

  • *
  • Omae
  • ***
  • Posts: 636
  • Russian Decker
« Reply #19 on: <04-04-13/0407:38> »
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
Speech | Matrix/Communication | Thought | Astral
“Forget hackers, I have my buddies Smith & Wesson: innovators of the point-and-click interface.”

Mirikon

  • *
  • Prime Runner
  • *****
  • Posts: 8986
  • "Everybody lies." --House
« Reply #20 on: <04-04-13/1444:09> »
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.
Greataxe - Apply directly to source of problem, repeat as needed.

My Characters

Mithlas

  • *
  • Omae
  • ***
  • Posts: 919
« Reply #21 on: <04-04-13/1524:26> »
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.

Sarone

  • *
  • Newb
  • *
  • Posts: 13
« Reply #22 on: <05-16-13/1117:33> »
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.

 

SMF spam blocked by CleanTalk