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  1. #1

    Traveller 2e As Shadowrun

    As a long time Gm (sufferer?) of Shadowrun Sr always has a special place in my heart well the world not the toxic horror that is the Rules system

    Now that i have been Gming Traveller for a few months im getting to the point that i could see myself running SR with the Traveller rules expecially
    using some of the material from the Traveller Companion ie Sanity, Luck and Point Buy to create a character.

    has anyone done anything similar ?

    Im mostly considering how i would Handle Magic. Psionics has some nice basics i could move about

    And Decking

  2. #2
    30+ year srun gm here.

    Imho traveller is not a good system to run srun as the mechanics do not reflect the "professional criminal" aspect of srun well (traveller is far to swingy of a probability curve compared to d6 pools) and has no mechanism for magic, the astral plane, etc.

    traveller is a game of mostly normal people whereas srunners are amped to the max and highly specialized.

  3. #3
    From a skills perspective, MGT1 and SRUN4 were close enough to make the leap. Both of them limited skills to 6. Double the base Shadowrun characteristic 1-6, which gives you the base Traveller characteristic of 2-12 then apply modifiers for race and implants or adept abilities.

    For gear you're better off using Traveller gear and giving it a familiar name like Predator or such.

    I would use the same idea above for the magic or resonance score. Spells and such would probably have to be handled as skills.

    The hard part would be either building careers to handle the additions or make packages like those found in the Traveller Companion.

    It can be done but would be a lot of work.

  4. #4
    Quote Originally Posted by adzling View Post
    30+ year srun gm here.
    Outch about the same here started with SR first edition.

    I agree with the More Swingy point.
    But with the Point buy system from the Traveller companion i think its possible to tweak things
    The companion suggests 250 points to build normal Travellers upping that to 350 or even 500
    should be enough to create a shadowrun type specialist.

    i agree how to handle magic and astral are giving me a bit of trouble.

    @esmdev good idea on handling spells as skills and i agree on the skills being Similar to SR.

    btw did you know Fasa Started out creating Material for Traveller then licensed from GDW
    I think their first release was Ordeal By Eshaar

  5. #5
    Well folks I asked the SR panel at GenCon 2017 why isn't their game on VTT, emailed them later when we spoke in person, but never got back to me.....

    I love the mix of magic and Cyberpunk stuff but not a fan of SR6 due to the edge changes.
    Ruleset and much more content built for FGU.
    Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!

  6. #6
    [QUOTE=MadBeardMan;564994]Well folks I asked the SR panel at GenCon 2017 why isn't their game on VTT, emailed them later when we spoke in person, but never got back to me.....

    Thats... just mind boggling. If any system would benefit from automation that FG can offer its Shadowrun

    Agree on the mix of magic and punk... And SR6 edge.. Best description i have read about the changes there. An attempt to simplify the system to attract new players which it fails at while at the same time alienating old school players.
    I mean come on why can't Rpg have crunch anymore :P

  7. #7
    Quote Originally Posted by MadBeardMan View Post
    Well folks I asked the SR panel at GenCon 2017 why isn't their game on VTT, emailed them later when we spoke in person, but never got back to me.....

    I love the mix of magic and Cyberpunk stuff but not a fan of SR6 due to the edge changes.
    Yeah Catalyst is a dumpster fire of a company, I was on the errata team for 5e for a long time and got to see the sausage made from the inside.
    It wasn't pretty (the line developer is an incompetent hack, one owner is a fraudster and the other loves battletech, none of them love shadowrun and it shows).

    I also abhor the "nu-ege" in 6e, it's completely inane.

    Our table hung up our 5e srun campaign and picked up traveller, nice to not have to deal with Catalyst anymore.

  8. #8
    Quote Originally Posted by adzling View Post
    Yeah Catalyst is a dumpster fire of a company, I was on the errata team for 5e for a long time and got to see the sausage made from the inside.
    It wasn't pretty (the line developer is an incompetent hack, one owner is a fraudster and the other loves battletech, none of them love shadowrun and it shows).

    I also abhor the "nu-ege" in 6e, it's completely inane.

    Our table hung up our 5e srun campaign and picked up traveller, nice to not have to deal with Catalyst anymore.

    Thats disheartening sad that they don't value Sr as it should be :/

  9. #9
    Ok,
    I have been playing SR for over 30 years, picked up the 1st edition hard cover. skipped 2nd and 4th edition.
    I have been using a variation of SR using a variation of the MGT rules (1st edition, but it would work as well with 2nd edition)

    Only basic change is the task mechanic.
    Roll 2d6 (boon/bane if applicable) + Attribute +Equipment bonus (if any) + Task chain bonus (if any) + Situational Modifiers (if any)
    Target numbers
    Simple 10+
    Easy 13+
    Routine 16+
    Average 19+
    Difficult 22+
    Very Difficult 25+
    Formidable 28+
    Impossible 31+

    No Skill = Increase Difficulty by 3 Levels
    Reduce Difficulty by the skill level

    There is a little more but that is basically it. 1 level of skill = roughly 3 attribute points, give or take BUT they reduce difficulty which is far better than just a flat out die bonus.
    Equipment gives bonuses to the roll, but does not reduce difficulty.

    In my games, magic is NOT psionics (you can have psionics and/or magic or nothing). But, the magic mechanics are similiar to how psionics works except you learn spells, you don't automatically get them.
    Each area of magic has a skill value, with all the spells in that area being affected by it.

    There are some tweaks you need to do with TL and equipment but, yes, you can play SR with some minor mods to the Traveller Mechanics.
    Last edited by Dalton Calford; December 15th, 2020 at 20:13.

  10. #10
    Awesome Thank you that will be useful

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