08-24-2016, 10:59 AM | #1 |
Join Date: Aug 2008
Location: Seattle, WA
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GURPS Shadowrun
So it looks like I might be GM Shadowrun in the very near future... and while I loved the setting AND the system back in the 90's I am not a big fan of die-pools anymore.
SO I asked the group "Hey what about GURPS" and they were at least interested enough to give it a go. So I started putting some stuff together (also I base most of this on Action 1 & 2, Monster Hunters and Dungeon Fantasy ideas). NOTE that this is not a total conversion of Shadowrun to GURPS, nor am I great at tinkering things to be purely 100% by-the-book with GURPS... and I am terrible at grammar and spelling. But anyway, I put out the basics here on my GOOGLE Doc's site. Any feedback would be cool but again I am not as concerned that everything be 100% legally correct GURPS as I am that it be "cool" :) Mostly "What am I missing" or "What could I have done better" that kind of stuff... Thanks in advance (and note it is long) |
08-24-2016, 11:10 AM | #2 |
Join Date: Dec 2008
Location: Behind You
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Re: GURPS Shadowrun
Not sure what you're asking. I looked at things (Not in 100% depth).
Some issues: Some of the weapon stats don't seem to match what you'd expect from SR. Like the Ares Predator has 15 round clip off the top of my head, but it has 9 in your tables. Though the fact you went through all the items to do that is awesome. A few advantages/disadvantages are odd. Like seeing "SINner" as a disadvantage instead of SINless being an advantage (Zeroed). Not an issue: And just cuz this is how I like to Roll Shadowrun myself, I would charge cash for cybernetics and not char points =) It gives a bit more incentive for people to take them over just buying stats and gives people something to do with cash.
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08-24-2016, 11:21 AM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Shadowrun
Pyramid #3-21 would be of tremendous help for anyone playing a decker archetype, IMO, particularly with the "Console Cowboys" article which gives details on netrunning and other forms of cyber-hacking. This way you don't have to run the decker's stuff in the Matrix separate from the rest of the run....
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08-24-2016, 01:17 PM | #4 | |
Join Date: Aug 2008
Location: Seattle, WA
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Re: GURPS Shadowrun
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08-24-2016, 01:18 PM | #5 | |
Join Date: Aug 2008
Location: Seattle, WA
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Re: GURPS Shadowrun
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08-24-2016, 05:40 PM | #6 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Shadowrun
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In this case, all PCs would be treated as having Zeroed as part of the campaign setup, and anyone who wants to be a SINner then takes the disad. It's how I'd handle it as well. |
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08-24-2016, 07:13 PM | #7 | |
Join Date: Aug 2007
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Re: GURPS Shadowrun
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Another Pyramid you probably really want is 3-51 for expanded bionics and cybernetics.
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Fred Brackin |
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08-24-2016, 07:43 PM | #8 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Shadowrun
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I'd combine Zeroed with Social Stigma: Outcast, or something to that effect, evening things out.
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08-24-2016, 09:55 PM | #9 |
Join Date: Feb 2007
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Re: GURPS Shadowrun
This has worked very well for me in "cyberpunk" games. It keeps the players greedy for money.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
08-24-2016, 10:32 PM | #10 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Shadowrun
How do you do that without effectively handicapping pure flesh characters?
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