- Joined
- Aug 23, 2018
Bit of a derail, but I have 4 mostly separate questions. I will break them up to emphasize that separation.
1: A guy I know rage quit Warhammer 40k years ago due to prices and started collecting Bolt Action. I learned that he has homebrew chapters and backstories for his characters. Sounds like perfect fodder for someone I can rope into a RPG. He loves model aircraft, old buses, conspiracy theories, and Predator. He also has a girlfriend who is into nerd stuff (especially old tanks). Any recommendations for what I should look into to try and get him and the gf into RPGs? Preferably physical. I'm considering the Aliens board game or TTRPG, or even buying one of those Descent/Hero Quest clones, but would love suggestions.
...pause... ...new unrelated topic...
2: I'm considering running a post apocalypse one-shot. The adventure was for an old edition of GURPS, and the car combat was supposed to be a tie in to Car Wars (which from the sounds of it was a 1980s Gaslands type game) and uses those rules. Given the recent topics, I was wondering if anyone had suggestions for games with decent vehicle combat. Can be rules lite as is a one shot.
...pause... ...new slightly related topic...
3: Since you guys seem to be saying Shadowrun seems to be a good catch all for modern games. Are it's rules for things like vehicle chases any good?
...pause... ...question slightly related to the first...
4: What are some good, cheap things I should look for for starting a new RPG set up? Looking for advice like this but for the UK. Especially for boards.
Most of that works, but I don't have cheap access to a printer for generic tokens, and the "wrapping paper with one inch squares on it" isn't a thing in the UK. I do have an unopened "mines of phandelver" starter set.
Rules for James Bond*
I have James Bond style rules. Savage Worlds is good for that. There's Outgunned and Spycraft, none of which I've got to the table but heard nothing but good things. Trying to reverse engineer Shadowrun into a James Bond* game might be a bit of a pointless exercise.
It's like those people that keep piling house rule after house rule onto 5e to make it play a game of Star Wars instead of just running Starfinder, Traveller, or one of the well received Star Wars games.
Maybe Shadowrun is worth the effort (see above) and I can give it a go, but unless it's perfect, it might be better to stick to existing systems.
As for using Shadowrun without magic. I don't know how intergrated magic is to SR as a ruleset. In Savage Worlds it's trivial to remove. Removing magic from 5e introduces a bunch of problems. I never really looked into it because there's so many critically acclaimed options.
*Was going to detail my homebrew setting, but post is too long.
A cyberpunk setting
I don't have immediate plans for a cyberpunk game. Shadowrun is fine as a setting. The problem is magic is not to my taste. I prefer the look, style, and concept of something like Cyberpunk or Ghost in the Shell. Even Robocop or The Matrix is good. But I can't play Robocop, or Cyberpunk, or Judge Dredd, or anything else because people demand Shadowrun.
To put it another way. I love the Judge Dredd 2012 movie. Let's say I tried to run that as a TTRPG. It's wouldn't be the same if Dredd started summoning astral insects to fight people while Anderson ran to the top floor at the speed of sound and punched Mama before she even started her villain speech. It's not even that they have cool cyber legs or high end spider drone tech and this is a cool use of that tech. It's just "my guy read a book and can do this now".
1: A guy I know rage quit Warhammer 40k years ago due to prices and started collecting Bolt Action. I learned that he has homebrew chapters and backstories for his characters. Sounds like perfect fodder for someone I can rope into a RPG. He loves model aircraft, old buses, conspiracy theories, and Predator. He also has a girlfriend who is into nerd stuff (especially old tanks). Any recommendations for what I should look into to try and get him and the gf into RPGs? Preferably physical. I'm considering the Aliens board game or TTRPG, or even buying one of those Descent/Hero Quest clones, but would love suggestions.
...pause... ...new unrelated topic...
2: I'm considering running a post apocalypse one-shot. The adventure was for an old edition of GURPS, and the car combat was supposed to be a tie in to Car Wars (which from the sounds of it was a 1980s Gaslands type game) and uses those rules. Given the recent topics, I was wondering if anyone had suggestions for games with decent vehicle combat. Can be rules lite as is a one shot.
...pause... ...new slightly related topic...
3: Since you guys seem to be saying Shadowrun seems to be a good catch all for modern games. Are it's rules for things like vehicle chases any good?
...pause... ...question slightly related to the first...
4: What are some good, cheap things I should look for for starting a new RPG set up? Looking for advice like this but for the UK. Especially for boards.
I have more time now so I can explain in depth."I want to put together a 90's james bond style game, it'll be using shadowrun for the rules
Rules for James Bond*
I have James Bond style rules. Savage Worlds is good for that. There's Outgunned and Spycraft, none of which I've got to the table but heard nothing but good things. Trying to reverse engineer Shadowrun into a James Bond* game might be a bit of a pointless exercise.
It's like those people that keep piling house rule after house rule onto 5e to make it play a game of Star Wars instead of just running Starfinder, Traveller, or one of the well received Star Wars games.
Maybe Shadowrun is worth the effort (see above) and I can give it a go, but unless it's perfect, it might be better to stick to existing systems.
As for using Shadowrun without magic. I don't know how intergrated magic is to SR as a ruleset. In Savage Worlds it's trivial to remove. Removing magic from 5e introduces a bunch of problems. I never really looked into it because there's so many critically acclaimed options.
*Was going to detail my homebrew setting, but post is too long.
A cyberpunk setting
I don't have immediate plans for a cyberpunk game. Shadowrun is fine as a setting. The problem is magic is not to my taste. I prefer the look, style, and concept of something like Cyberpunk or Ghost in the Shell. Even Robocop or The Matrix is good. But I can't play Robocop, or Cyberpunk, or Judge Dredd, or anything else because people demand Shadowrun.
To put it another way. I love the Judge Dredd 2012 movie. Let's say I tried to run that as a TTRPG. It's wouldn't be the same if Dredd started summoning astral insects to fight people while Anderson ran to the top floor at the speed of sound and punched Mama before she even started her villain speech. It's not even that they have cool cyber legs or high end spider drone tech and this is a cool use of that tech. It's just "my guy read a book and can do this now".
Just watched a review of SotWW and it listed as a pro "no magic to make people shit themselves to death".SotDL has poopoopeepee magic, and you can just ignore it.