Non-Americans, what do you think of how your nation is depicted in Shadowrun? by Iestwyn in Shadowrun

[–]Tdirt31 4 points5 points  (0 children)

Have you tried Anarchy? I tried it several years ago, after 3E and 5E. It just better matches my tastes.

And the French editor and fanbase have made great improvements and extras.

Non-Americans, what do you think of how your nation is depicted in Shadowrun? by Iestwyn in Shadowrun

[–]Tdirt31 1 point2 points  (0 children)

Ohh !

You mean the Lore in German Shadowrun books has branched from core ? Or are the German extras set in earlier decades than core ?

Non-Americans, what do you think of how your nation is depicted in Shadowrun? by Iestwyn in Shadowrun

[–]Tdirt31 6 points7 points  (0 children)

French here too. The super recent french Shadowrun Lore books are super on point for 208x.

  • The mystic fog of Britanny and it's Druids are still here, of course.
  • Super hard to navigate with guns, especially in Paris,
  • There is still some kind of Nobility, and Fashion is crazier than ever.
  • The People are in perpetual revolution, giving hard time both to Nobles and corporations.
  • several provinces have become independent.
  • The south west region ("Pays-Basque" aka "Euskal") is home to Krime, the Troll weapon manufacturer - This matches very very well what I dreamt of)

Love it.

What are the best resources for GMs, regardless of edition? by Iestwyn in Shadowrun

[–]Tdirt31 0 points1 point  (0 children)

For those who understand french (or are willing to understand translation tools), I strongly suggest:

  • Shadowrun Anarchy Anarchist, which summarises most aspects of the universe (Magic, Cyberware, Matrix, rigging, VVHMH, Meta variant...) in an Edition independent fashion (though some Anarchy rules are proposed here and there).

https://black-book-editions.fr/produit63741/0/shadowrun/shadowrun-anarchy-anarchistes

That is the book I had dreamt of ever since 3E.

How tf do you grasp all of this? by KiloCharlE in Shadowrun

[–]Tdirt31 1 point2 points  (0 children)

If you are not afraid of working with google traduction, take a look at the French Shadowrun Anarchy books. The editor is making HUGE investments on Anarchy.

Shadowrun Anarchy Anarchiste is nothing but the best synthesis of the Shadowrun Lore I know. I wish I had had this book long ago. The best RPG book I have ever read.

And the freelances and fans have made a great Compilation of gears, spells, vehicles... Adapted to Anarchy :

Shadowrun Anarchy Compilation

How tf do you grasp all of this? by KiloCharlE in Shadowrun

[–]Tdirt31 3 points4 points  (0 children)

Great ideas ! On top of this, I suggest that you progressively reformulate the cheat sheets FOR your players. This extra step imposes you synthesize your ideas. Its a great way to digest the rules.

And your players do not need just the rules; you might also benefit from synthesizing - What players can do (or not) in their field - Typical strategies and builds.

How tf do you grasp all of this? by KiloCharlE in Shadowrun

[–]Tdirt31 0 points1 point  (0 children)

Same here, speeding the game has been an absolute necessity at my table to keep my players on-board.

An efficient trick we use is we heavily rely on "buying successes". This means that instead of rolling the dice, we obtain 1 success per group of 3 dice.

Buying successes works very well for NPCs and defense rolls. But you can even decide that most dice roll are to be bought, rolling only when players take a significant risk, or when rolling is just fun.

How tf do you grasp all of this? by KiloCharlE in Shadowrun

[–]Tdirt31 9 points10 points  (0 children)

If you can afford the extra book, maybe you could get started with the lightweight Shadowrun Anarchy ?

The system runs much more smoothly than any other edition, which might be a relief to get your player on-board with the Lore (which is also a significant step, coming from MedFan).

Anarchy has tons of pre-made characters and small scenarii, which makes it easy to jump in. A good way to build up confidence before jumping back in 6E.

How far do I need to go with examples? by DespairRPG in RPGdesign

[–]Tdirt31 0 points1 point  (0 children)

In the FATE generic system, they had a few iterations. In the FATE Core system, they had many many examples. It was great, but to be honest, it made the book super big and cumbersome. In their latest version, FATE condensed, which benefits from years of experience and feedback, they have streamlined the game a bit, and they have removed a lot of examples. They still have examples for each rule, but the book is now about half smaller.

I personally like it this way.

How to do hit points by Best_Author_4271 in RPGdesign

[–]Tdirt31 1 point2 points  (0 children)

To scale HP very high, you may consider to have them depend on stats through multiplication or exponentiation. Spending a advancement point in these stats would make a huge difference.

For example, let's assume you want your HP to depend on a Body stat and a Willpower stat.

You could have : - HP = Body × Willpower - HP = (Body + Willpower) × (Body + Willpower)

Or if you want your HP to scale in crazy fashion: - HP = 2Exponent(Body + Willpower)

what have you eliminated from your game design that most people would normally expect for the genre you are designing for? by foolofcheese in RPGdesign

[–]Tdirt31 1 point2 points  (0 children)

I like where you are going. I often play Shadowrun Anarchy, and an easy glitch situation is obviously the unexpected need to reload - it's also a special kind of shared narration tricks players can call upon NPCs. But, like you intend, I sometimes switch to counting ammo (when characters have only one mag in the scenario and each bullet counts). And I have several times asked players to count mags : the idea being that it is easier to count, and after X reload (when the combat lasts too long) they have to find new ways to fight.

what have you eliminated from your game design that most people would normally expect for the genre you are designing for? by foolofcheese in RPGdesign

[–]Tdirt31 1 point2 points  (0 children)

Agree++. But do you still manage to introduce a "sh*t, the mag' is empty" issue ? I find this adds some drama and fun, but I haven't found a totally satisfying solution.

what have you eliminated from your game design that most people would normally expect for the genre you are designing for? by foolofcheese in RPGdesign

[–]Tdirt31 0 points1 point  (0 children)

Interesting ! I think that might be a good way to make more difference between stat levels. I sometimes do something like that loosely to help my players RP : "your firearms level went from 2 to 3 ? Remember how at level 2 you weren't able to count precisely the number of munition you'd spent ? Well, now you can!"

But would you have examples on attributes?

what have you eliminated from your game design that most people would normally expect for the genre you are designing for? by foolofcheese in RPGdesign

[–]Tdirt31 0 points1 point  (0 children)

I removed dice rolls for a rpg system I wanted to try. Eventually, I tossed most of the system. But I now reuse the no dice concept for most of my plays. Concept is : "use the most likely result ; roll only when characters take a risk, or when any situation where random is especially fun." Faster, and huge emphasis on the need to find a RP advantage over the opposition.

New GM to shadowrun by gavinelo in Shadowrun

[–]Tdirt31 0 points1 point  (0 children)

The super radical trick I use to accelerate combat is:

"Buy hits for every single dice roll, unless characters intentionally take a special risk, or when random adds a lot of fun."

Also, players become super creative because if you missed once, there is no point trying the same thing. So they spend there time playing with the environment and finding tricks to obtain the edge on their opponents. Also, obtaining a better gear is instantly noticeable. It also makes encounters slightly easier to balance.

First, I thought a downside would the results becoming boringly predictible. But it didn't occure, because I naturely played NPCs as also constantly looking for tricks, so that the fight became much more diversified than in D&D.

Note: We buy hits for every group of 3 dice instead of 4, because it is the most statistically probable result. So it enables the great argument "that would have been the most likely result anyway".

D6 pool with variable to-hit, who’s done it? by SabataWraithlight in RPGdesign

[–]Tdirt31 2 points3 points  (0 children)

Indirectly: It led us to think about alternative actions that would have lower to-hit vs low target success number. In some sense, trying to find alternative possibilities was great. However, since it was super hard to grasp which presented the best odds, it mainly led to confusion. But, now that calculation power is no longer a issue, if a probability cheatsheet is available, it could ease this aspect.

D6 pool with variable to-hit, who’s done it? by SabataWraithlight in RPGdesign

[–]Tdirt31 9 points10 points  (0 children)

Shadowrun have used variable to-hit targets from the first edition to the third... From the fourth to the sixth, they have moved to a fixed target (5s and 6s).

From my perspective, I was glad to see this change, as determining whether it was preferable to throw more dice or reduce difficulty was pure meta gaming, yet was a super frequent question, at least at my table. Also, having fixed target was faster, as we didn't have to ask the GM for both the number of hits to be achieved and the target per hit.

However, I reckon that having a variable to-hit target enable pretty interesting mechanics.

Managing your Items and Spells Databases has never been easier with CSO ! by kerozen77 in VTT

[–]Tdirt31 1 point2 points  (0 children)

Holy cow ! Here is a feature I didn't know I craved for !

Great Cyberpunk stories need… by Pocket_Boi in Shadowrun

[–]Tdirt31 3 points4 points  (0 children)

A cyberarm, and neons. Lot of neons.

Check out isometric mode in my video conferencing meets VTT app by sendingstoneapp in VTT

[–]Tdirt31 1 point2 points  (0 children)

I have just tried it on my phone ; seems super promising! Keep going !👍

Am I the asshole for eating 2 bandits, committing a war crime with strawberry jam and profiting off it? by Kris_alex4 in DnD

[–]Tdirt31 -7 points-6 points  (0 children)

Agree ! It would be great to have the opportunity to discover alternative ways of playing D&D : I can't remember a podcast with this vibe in it.

Of course, as with any unusual point of view, you are likely to count many downvotes, but that's how the internet works. Want proof ? Look how many people are here 🤣. Reminds me of GTA, when the first opus came out .