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Crunchy systems for the Shadowrun setting without its rules

Started by BugbearBrigand, November 29, 2020, 08:09:45 AM

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KingCheops

I'm reading through Genesys/Shadows of the Beanstalk/MegaCity Magic and it looks pretty solid so far.  But it's a big investment for books and dice (I have buckets of FFG Star Wars rpg dice) so not sure if its good based on budgetary reasons.

Two Crows

ShadowRun end of 2nd/start of 3rd is the way to go.

For adopting other systems, you will have to create an interaction between technological level and Magic that impacts on an individual level (which was part of the Essence mechanic).  Tech and Magic oppose each other.

Ex. In these versions of SR, healing magic is more effective the less cybernetic implants you have.

Most other games are not going to have that sort of thing "baked-in" to the rules set, but it is important to justify the setting fluff and maintain the contrast, otherwise every character will be walking around Wired 3 and throwing Mana Bolts everywhere.

FWIW, SR is not a class-based system, either.  There are templates for character creation, IF you want to use them, but that is it.
If I stop replying, it either means I've lost interest in the topic or think further replies are pointless.  I don't need the last word, it's all yours.

HappyDaze

Quote from: Two Crows on December 20, 2020, 05:15:22 PM
There are templates for character creation, IF you want to use them, but that is it.
In the earliest editions, these came in pages that fell out of the book after a short run of use.