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Starcraft Setting (Shadowrun Rules)

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Sarone

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« on: <12-09-12/0204:20> »
Hey All,

Just wondeirng if any one has toyed around with using Shadowrun Rules in a Starcraft Setting?  How did it go for you?

All4BigGuns

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« Reply #1 on: <12-09-12/0220:02> »
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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Sarone

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« Reply #2 on: <12-09-12/0242:32> »
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).

All4BigGuns

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« Reply #3 on: <12-09-12/0245:52> »
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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Sarone

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« Reply #4 on: <12-09-12/0249:04> »

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.

All4BigGuns

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« Reply #5 on: <12-09-12/0250:07> »

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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Black

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« Reply #6 on: <12-09-12/0305:36> »
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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Sarone

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« Reply #7 on: <12-09-12/0309:07> »
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.

All4BigGuns

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« Reply #8 on: <12-09-12/0316:21> »
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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Black

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« Reply #9 on: <12-09-12/0323:41> »
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.
Perception molds reality
Change perception and reality will follow
SR1+SR2+SR3++SR4+hb+++B?UB+IE+W+sa+m-gmM--P

Sarone

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« Reply #10 on: <12-09-12/1846:20> »
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.

Mad Hamish

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« Reply #11 on: <01-02-13/2338:12> »
There was Starcraft Adventures produced which used a cut down version of the Alternity Rules

Sarone

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« Reply #12 on: <02-11-13/1320:51> »
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)?

Mithlas

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« Reply #13 on: <02-11-13/1501:53> »
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.

Sarone

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« Reply #14 on: <02-11-13/2247:09> »
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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