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Old 09-30-2010, 03:55 PM   #261
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Default Re: GURPS Shadowrun

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Originally Posted by Fred Brackin View Post
In TS the most common sensory interface is video glasses and not neural link.
True. Another design choice in TS, presumably to try and distance it from cyberpunk, was to downplay implants. I think the jury's still out on that one... I suspect that if computer implants become consumer-available, they'll be pretty popular among considerable segments of the population.
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Old 09-30-2010, 03:57 PM   #262
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Default Re: GURPS Shadowrun

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Originally Posted by Godogma View Post
I have no idea on percentages, I like the convenience of a GUI but I still often use Dosbox and other emulators to run older systems (I play old games and use some old programs) I also use the command line frequently when I use my dual boot box to run Linux.

Granted, its probably fairly uncommon but I wouldn't say its rare. Especially not among the Linux using community.

*shrug*
I agree that the Linux and Unix communities certainly make heavy use of the command line, but they're a diminishingly small percentage of regular computer users compared to those who use only Windows or MacOS.
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Old 09-30-2010, 04:01 PM   #263
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Default Re: GURPS Shadowrun

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Originally Posted by CousinX View Post
True. Another design choice in TS, presumably to try and distance it from cyberpunk, was to downplay implants. I think the jury's still out on that one... I suspect that if computer implants become consumer-available, they'll be pretty popular among considerable segments of the population.
Why? As it currently stands you are likely to replace your phone every 1-2 years. Do you really want to need surgery to do so?
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Old 09-30-2010, 04:02 PM   #264
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Default Re: GURPS Shadowrun

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Originally Posted by sir_pudding View Post
Which is probably a lot more realistic. I know that given a choice between a wearable and an implant I'll get a wearable. For one thing you don't want to go under the knife every-time there's a an upgrade or recall. As far as SR goes, though, it's not like it's a realistic setting. I don't see ubiquitous neural interface as less plausible than trolls and ghosts.
You wouldn't necessarily have to go under the knife every time there's an upgrade; most upgrade would probably be handled by firmware updates. But yeah, a lot of folks will be turned off by the idea of implants. However, considering the rising popularity of tattoos, piercings, etc, and the strong likelihood that minor surgery will be an increasingly trifling affair ("I need to swing by the Appel Store and get the latest add-on for my iMplant; I'll be done by 2, so I'll be able to make the meeting."), I think a lot of people's squeamishness towards body modification is going away.
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Old 09-30-2010, 04:12 PM   #265
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Default Re: GURPS Shadowrun

While hardware doesn't need to be replaced nearly as frequently as it often is, at least if it isn't designed with a short usable lifespan, the kind of person who'd want a neural interface is probably also the kind who would want otherwise cutting-edge gear.

One approach would be to only implant the interface. That way you can upgrade your personal computing system easily. And peripherals don't go obsolete nearly as fast as computers do...a more than 10 year old monitor, mouse, or keyboard could be perfectly serviceable today.
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Old 11-25-2010, 11:16 PM   #266
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Default Re: GURPS Shadowrun

Decided to resurrect this thread, as I've recently gone back into Shadowrun as a setting, and naturally as a GURPS fanboy, conversion to GURPS rules is a common thought about every RPG I see.

I'm on the fence about the Hacking/Netrunning rules, but I do like the Pyramid 3.21 Hacking rules, so I'd recommend using those.

Interestingly, I'd say GURPS' Spell Magic system is perfect for representing Shadowrunner Mages, although I'd ban most of the College of Technology spells, as Tech and Magic don't exactly link up.

Conjuration, the art of calling, binding and banishing Spirits, can be represented through Ritual Magic, limited to the Spirit college.

Essence Loss related to Cyberware is a more complicated matter, although piling up disadvantages would represent the loss of Humanity, while Magery-capable characters would habe "Taboo Trait: cannot get Cybered".
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Old 11-26-2010, 11:35 AM   #267
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Default Re: GURPS Shadowrun

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Originally Posted by LoneWolf23k View Post
Interestingly, I'd say GURPS' Spell Magic system is perfect for representing Shadowrunner Mages, although I'd ban most of the College of Technology spells, as Tech and Magic don't exactly link up.
Well, IMHO spell magic would need a few important rulings for SR, anyway... Some important ones:

- For standard magic in SR it is very important you have to see the target, through your own eyes or any direct optical device. Compensations with high skill - the default in GURPS Magic - should not be allowed for that aspect.

- Reach: AFAIK mages in SR don't get range penalties for spells. There is only the differentiation between touch-range and visible range - and for things out of sight, there are rituals etc. (e.g. using the blood of a distant victim)

- Loss of fatigue and mental stun damage makes it harder to cast a new spell (penalties). Basically any physical wound would have this effect, too, but I'd say this can be ignored as GURPS deals with damage in a different way than SR and leaving it out should be balanced for mages and mundane characters in comparison.

Quote:
Essence Loss related to Cyberware is a more complicated matter, although piling up disadvantages would represent the loss of Humanity, while Magery-capable characters would habe "Taboo Trait: cannot get Cybered".
Maybe something like a permanent penalty on all magery (-1 / lost level of essence) would be adequate...
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Old 11-26-2010, 12:25 PM   #268
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Default Re: GURPS Shadowrun

I think I already mentioned this in this thread, but a nifty way to mimic the variable drain from casting in SR is to allow fatigue reductions based on margin of success instead of absolute skill levels. Thus it's variable, but encourages high skill levels. You can start it at 1 FP/5 MoS, and vary the ratio to make magic more on par with guns. For my games I found the sweet spot to be about 1 FP/3 MoS.
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Old 11-26-2010, 06:41 PM   #269
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Default Re: GURPS Shadowrun

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Originally Posted by Crakkerjakk View Post
I think I already mentioned this in this thread, but a nifty way to mimic the variable drain from casting in SR is to allow fatigue reductions based on margin of success instead of absolute skill levels. Thus it's variable, but encourages high skill levels. You can start it at 1 FP/5 MoS, and vary the ratio to make magic more on par with guns. For my games I found the sweet spot to be about 1 FP/3 MoS.
That's pretty much what I do, except that I reduce the energy cost by 1 FP per 2 points of success. I even created a new Cost Fatigue (Margin-Based) limitation to allow me to make powers and abilities along those lines. I've been using this house rull for magic in all my campaigns for the past couple years, and it works pretty well.

In my Shadowrun conversion, specifically, to represent physical drain, what I did is that one-half of the energy cost, rounded down, is paid for with HP instead of FP (or energy reserve). On a successful roll that reduces the energy cost, it's the HP cost that is reduced first.

For example: You have a spell that normally costs 5 energy to cast and 3 energy to maintain. In my conversion, it therefore costs 2 HP and 3 FP to cast, and then another 1 HP and 2 FP to maintain each minute. If you succeed your skill roll by 2, this reduces the cost to 1 HP and 3 FP to cast, and 2 FP to maintain. A margin of success of 4 reduces it to 3 FP to cast and 1 FP to maintain. A margin of 6 makes it 2 FP to cast and no cost to maintain. etc.

Although I didn't use this particular rule all that long as I only had a single "Shadowrun" adventure in my campaign (it was a world/dimension-hopping adventure from my normal primary campaign setting; I ruled the HP cost for casting spells to be a setting effect), for the time it was there, it seemed to work rather well. My spellcasters certainly weren't throwing spells around at will unless they knew it at a really high skill to ensure no damage was taken while casting.
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