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Andreievitch

Beanstalk to Shadowrun?

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I am still waiting (impatiently) for my book, but thought I would through this out there to see what people think.

How hard would it be to convert Beanstalk to Shadowrun?  I was thinking of using the Terrinoth book as the fantasy pivot, and bring in the other races and magic from there.

I did use this excellently formatted book for a recent game, but there are a lot of gaps.  I am now thinking of instead of having it be set the Shadowrun world, I will instead make a game of "what if the Awakening happened in the world of Shadows of the Beanstalk."  That way I can add in the fanatast elements, without needing to bring in the minutiae of Shadowrun lore.

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9 hours ago, TheSapient said:

Beanstalk plus Terrinoth equals Close Enough.

Hêll, SotB + CRB = Close enough. The CRB has magic and fantasy species, RoT doesn’t add enough to be necessary, since Heroic Abilities aren’t “a thing” in Shadowrun—you’re gonna want to use the Favour system from SotB.

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They aren't necessary, but RoT does have Crafting, as well as several alchemicals that can be reflavored as modern drugs (most notably Poison and Stamina Potions).

Craftsmanships could also be converted to represent the differences between various manufacturers (or tech levels)

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10 minutes ago, Cantriped said:

They aren't necessary, but RoT does have Crafting, as well as several alchemicals that can be reflavored as modern drugs (most notably Poison and Stamina Potions).

Craftsmanships could also be converted to represent the differences between various manufacturers (or tech levels)

Yep, very true. I keep forgetting that crafting is in RoT. I love it and use it often, but forget where it's found.

So while not needed, there is a lot of goodness in Terrinoth that would not go amiss in Shadowrun (or any other setting, for that matter).

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There's a 600+ page fan-made Shadowrun setting talked about here:  

 

A buddy of mine and I read it over about two weeks ago.  Granted its been about 20yrs since either of us played Shadowrun, but it looks to be pretty comprehensive of the game and supplements.

Note: he published his setting before SotB came out from FFG, so I haven't had the chance to compare the two.

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19 minutes ago, Big Head Zach said:

Red flag already.

Yep. While it may be pretty, it's not great. It looks like he just took the expanded talents doc and copy/pasted straight into his document without thought for what talents were appropriate for Shadowrun.

Also, it says it's Genesys-compatible but it uses all SWRPG icons and stat blocks. And the colour for the dice are incorrect. The motivations, which should just be RP hooks that grant boost/setback in the right situation, now have fiddly minutia attached to them. It's just too much crunch for the purpose of having crunch. It's like he saw SR and said, "I need all the crunch in my document!" There are several weapons that are, mechanically, identical but with different prices because SR has them maybe? Not sure why. It's gearporn for the sake of gearporn. Fractional essense non-sense, etc.

I could go on, but I shan't. 

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I do not recommend anyone use any of the settings written by Paul M N Haakonsen. They are rife with issues. Paul seems to lack a fundamental understanding of the Genesys system of building settings. He has no concern for how all the parts of the setting get used or interact with each other. He has no issues with taking other people's content without even a whisper of an acknowledgment of where he got it. It is not publisher quality. The images are horribly resized. The fonts are terrible and not being rendered properly. He somehow even messed up using the vector graphics that I have provided to the community.

I don't wish to be so negative about someone's stuff, but the level it get lauded is mind-blowing. Paul should continue making things, but needs to get and really listen to feedback.

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I did find Haakonsen's adaption pretty, but missing large swags of things, especially considering its size!  Technomaners were barely covered...

That's why I am thinking the simplified SotB + RoT is the answer.

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And to be clear: I’m not necessarily  advocating for that fan-made tome, merely highlighting that there has been work done that can be leveraged, if you see fit.

Our play group (a Star Wars and 5e focus currently), has talked about marrying up RoT and SotB to create a SR theme.  One of our guys is cherry picking bits from a couple of takes on Fallout, and ALOT of his own imagination and experience with the video and board games, to create an FO world for us to play in.

And even if one chooses not to use that SR fan material, once you have a skeleton of a setting, there is a slew of old SR adventures to use as the shell of a GeneSys SR adventure.  Just reskin some foes (the RoT and SotB Adversary decks are a good resource), determine the GeneSys difficutly of particular scenes or required skill checks, and away you go.   There’s folks doing exactly that to update classic WEG SW adventures to the FFG system...

Indeed, “less is more” might apply.  Focus on the tone of the game setting, and not how to replicate EVERYTHING from the old game, mechanically ... and you should be able to immerse players in the setting and scenes.

 

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