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Message no. 1
From: The Mage of the Realms <KSGWA@******.BITNET>
Subject: GURPS...
Date: Tue, 1 Jun 1993 09:43:35 -0900
Could anyone out there who plays GURPS please explain exactly what the game
is like before I decide to spend the money on the rule-book?

tanks!
Atticus
Message no. 2
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: GURPS
Date: Tue, 19 Oct 1993 11:52:41 GMT
While we're at it, let me reiterate for the new people that GURPS Cyberpunk
is an excellent sourcebook for all the campaign stuff that isn't mentioned
most other games. Styles of play, party organization, adventure/campaign
objectives. . .it's really good for breaking out of the stereotypical
Meet Johnson/Contacts/Screwed by Johnson/Big fight Shadowrun set-up.


And don't forget GURPS Vehicles! Maybe when I get the time I'll post a
'conversion kit' for Srun, but I'm already having loads o' fun pumping
various designs through Excel.


J Roberson
Message no. 3
From: "Robert A. Hayden" <hayden@*******.MANKATO.MSUS.EDU>
Subject: Re: GURPS
Date: Tue, 19 Oct 1993 12:09:27 -0500
On Tue, 19 Oct 1993, The Deb Decker wrote:

> While we're at it, let me reiterate for the new people that GURPS Cyberpunk
> is an excellent sourcebook for all the campaign stuff that isn't mentioned
> most other games. Styles of play, party organization, adventure/campaign
> objectives. . .it's really good for breaking out of the stereotypical
> Meet Johnson/Contacts/Screwed by Johnson/Big fight Shadowrun set-up.

I agree. You don't have to use the GURPS rule system (I don't) to find
good things to use in the sourcebook. Consider it just that, source
material.

> And don't forget GURPS Vehicles! Maybe when I get the time I'll post a
> 'conversion kit' for Srun, but I'm already having loads o' fun pumping
> various designs through Excel.

I've also found GURPS Terradyne to be a good sourcebook. It deal with
coorporate ownership of space (lunar colonies, martian colonies, asteroid
mining, science stations on Murcury and Titan). Adds an nice dimension
to Shadowrun.

{[> Robert A. Hayden ____ <[} Question Authority
{[> \ /__ <]} -=-=-
{[> aq650@****.INS.CWRU.Edu \/ / <]} Finger for PGP 2.3a Public Key
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-=-=-=-=-=-
(GEEK CODE 1.0.1) GSS d- -p+(---) c++(++++) l++ u++ e+/* m++(*)@ s-/++
n-(---) h+(*) f+ g+ w++ t++ r++ y+(*)
Message no. 4
From: Todd Montgomery <tmont@****.WVU.EDU>
Subject: GURPS
Date: Tue, 19 Oct 1993 13:41:07 -0400
While on the subject:

GURPS Cyberworld was written, I belive, by Paul Hume. This is quite a
different world than SR from what I have read of it.

GURPS Vehicles does kick, Jeremy. Love the Dracomech.

GURPS Ultra-Tech has some good cyber ideas, If I can ever get some time
to work on them more.

-- Quiktek
-- Todd Montgomery
tmont@****.wvu.edu
tmont@***.wvu.edu
un032507@*******.wvnet.edu
Message no. 5
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: GURPS
Date: Tue, 19 Oct 1993 17:35:29 GMT
Please note I was referring to the original GURPS Cyberpunk sourcebook, not
the Cyberworld world book. The former is a general overview of the genre,
with new/reprinted from Ultra Tech rules on cyberware and TL8 weapons.
The latter is the closest to an official 'campaign setting' for the game,
with timeline, corporation descriptions, NPCs. Basically, it details all
the variables mentioned in Cyberpunk.

As an example, Cyberpunk talks about cloning. Do you want minds to be
transferable? Are clones citizens? What if someone clones himself multiple
times and has all his clones running free? How does the marriage vow 'till
death do us part' work when cloning is available?

Cyberworld will (I believe) detail those questions, and may vary from other
cmapaign worlds (like mine, where clones are basically parts).


J Roberson
Message no. 6
From: Marcel Emami <rab@****.INFORMATIK.UNI-MANNHEIM.DE>
Subject: Re: gurps
Date: Mon, 6 Dec 1993 14:02:50 MEZ
GURPS : cyberpunk vs. cyberworld
THANKS ALOT for information


RAB@***.INFORMATIK.UNI-MANNHEIM.DE
Message no. 7
From: Chowder <John.Moeller@*.CC.UTAH.EDU>
Subject: GURPS
Date: Fri, 9 May 1997 13:27:14 -0600
Does anybody out there know anything about converting GURPS numbers to SR?

Before I become ridiculed, please humor me.

Chowder <John.Moeller@*.cc.utah.edu> OR <jhm1247@*.cc.utah.edu>
------------------------------------------------------------------------------
Message no. 8
From: Phil Smith phil_urbanhell@*******.com
Subject: GURPS
Date: Thu, 25 May 2000 18:22:50 GMT
>From: Tobias.D@********.de (Tobias Diekershoff)
> > GURPS? I was under the impression that GURPS books were written for
> > different systems. But then I have only ever played SR so I am somewhat
> > ignorant in these things.
> >
>GURPS mean "Generic Universal Rule Playing System". With the Basic
>set you get the rules, with witch you can play and the other
>sourcebooks are for the different types of worlds you might play in
>(Space, mediveal Japan ....) or give you more equippment, magical
>rules.

Thanks for clearing that one up for me :)>

So how useful are these books for a purely SR player (like me) can they be
easily converted?

Which brings me on to a wider question; I so far have SR3, MITS, Sprawl
Sites (SS?), The Companion, MM, CC, CP, New Seattle (NS?), Critters,
Germany, The Archology and VR2 (I think that's it). I don't want Rigger 2
because I don't GM for a rigger character and SR3 does me just fine for
vehicles, I want the Atzlan book. Apart from Corporate Download (I find
corp information boring), is there anything else I deeply need?

Phil
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Message no. 9
From: Aristotle antithesis@**********.com
Subject: GURPS
Date: Thu, 25 May 2000 14:44:59 -0400
>>>Tobias Diekershoff Wrote:
[ GURPS mean "Generic Universal Rule Playing System". ]

>>>Phil Smith Replied:
[ So how useful are these books for a purely SR player (like me) can they
be easily converted? ]

I have never done any actual conversion myself, but I do believe some
others on this list have. Some of the tech books are great for ideas for
new equipment or even the targets for possible runs.

>>>Phil Smith Wrote:
[ Apart from Corporate Download (I find corp information boring), is there
anything else I deeply need? ]

You may want to re-think Rigger 2, or just wait for the updated third
edition copy. Their are some great things in that book that you wouldn't
need to be a rigger to use. None of my players are riggers, but after their
first run they spent over half their earnings on their vehicles. (I suppose
they couldn't afford to have another car stolen).

As for other books. After you get the core set (which it looks like you
have) it really comes down to what you need for your game. I've found the
"place" books to be a great help and recently made use of Ebay to get the
Tir and NAN books. I've also gotten the bulk of the adventures, and SR has
some good aventures.


Just my opinion,
--Aristotle, The Sleeping Op.
Message no. 10
From: Phil Smith phil_urbanhell@*******.com
Subject: GURPS
Date: Thu, 25 May 2000 19:52:33 GMT
>From: Aristotle <antithesis@**********.com>
>I have never done any actual conversion myself, but I do believe some
>others on this list have. Some of the tech books are great for ideas for
>new equipment or even the targets for possible runs.

I did find some weapons conversion rules but what with all the guns in CC
and the gun creation rules the prospect the idea of creating more guns for
SR seems quite a pointless exerrcise.

Do they do cyber? I think pretty much every cyberware idea has been done (I
always challenge any new player to think of any kind of cyberware they want,
promising them that it will exist) so anything original must be worth
looking at.

>You may want to re-think Rigger 2, or just wait for the updated third
>edition copy. Their are some great things in that book that you wouldn't
>need to be a rigger to use. None of my players are riggers, but after their
>first run they spent over half their earnings on their vehicles. (I suppose
>they couldn't afford to have another car stolen).

Actually, I would not mind having a few extra vehicles around. Is
everything in there not vehicle orientated though? I have one character who
rides a bike and all the others rely on electronic cabs and an arbitarily
controlled rigger.

>As for other books. After you get the core set (which it looks like you
>have) it really comes down to what you need for your game. I've found the
>"place" books to be a great help and recently made use of Ebay to get the
>Tir and NAN books. I've also gotten the bulk of the adventures, and SR has
>some good aventures.

I have always been put off from buying adventures because they feel like
one-shot books. I have borrowed Smuggler Havens and I found that useful. I
have never seen a copy of a Tir book though; I would have bought it if I
did.

Thanks for your words of wisdom. :)>

Phil
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Message no. 11
From: Augustus shadowrun@*********.net
Subject: GURPS
Date: Thu, 25 May 2000 13:18:04 -0700
----- Original Message -----
From: Phil Smith <phil_urbanhell@*******.com>
>
> So how useful are these books for a purely SR player (like me) can they be
> easily converted?
>
> Which brings me on to a wider question; I so far have SR3, MITS, Sprawl
> Sites (SS?), The Companion, MM, CC, CP, New Seattle (NS?), Critters,
> Germany, The Archology and VR2 (I think that's it). I don't want Rigger 2
> because I don't GM for a rigger character and SR3 does me just fine for
> vehicles, I want the Atzlan book. Apart from Corporate Download (I find
> corp information boring), is there anything else I deeply need?

On the GURPS thing... if you know any two systems well enough, its not
really that hard to convert between them... you'll always hit a few snags
here and there, but with abit of common sense, it can be done.

Easiest thing is finding relativly similar items and expanding out from
there...

As for GURPS in general... I've never really liked the system... but I do
own a few, since the topics it covers from a gamer point of view makes some
of them pretty decent things. For all the stuff Nigel Findley wrote for
TSR, White Wolf and Fasa, he wrote all of his stuff originally in GURPS and
then converted it over to the game it was to be released for.

I think from Gurps: Mythic Places, I designed a couple of campaigns for my
Shadowrun campaign... brought abit of familiarity into the campaign, with
stuff the players know about (it deals with alot of the unknown and
mysteries of the earth's histories) and I use Gurps: Timeline for a good
historical reference work.

As for your collection of Shadowrun stuff... you got all the basics...
after that its more a case of where you want to go and what you want to
do... If your campaign is set solely in Seattle and the players don't
venture out much, if at all, then alot of the other books might not seem
handy... but they do give you a feeling for the rest of the world...

The only thing that does come to mind is The Underworld sourcebook... I
thought that was a pretty useful as far as information, run hooks and some
general campaign ideas go.

Aug
Message no. 12
From: Tobias Diekershoff Tobias.D@********.de
Subject: GURPS
Date: Fri, 26 May 2000 09:25:44 +0100
> From: "Phil Smith" <phil_urbanhell@*******.com>
> Date: Thu, 25 May 2000 19:52:33 GMT
>
> >From: Aristotle <antithesis@**********.com>
> >I have never done any actual conversion myself, but I do believe some
> >others on this list have. Some of the tech books are great for ideas for
> >new equipment or even the targets for possible runs.

I agree with that, some good ideas for SR I get from GURPS
>
> I did find some weapons conversion rules but what with all the guns in CC
> and the gun creation rules the prospect the idea of creating more guns for
> SR seems quite a pointless exerrcise.
>
These Gun Creation Rules can you sent it to me (or give me the adress
where to find them) :)

Tobias
Message no. 13
From: Ahrain Ahrain_Drigar@*******.com
Subject: GURPS
Date: Fri, 26 May 2000 04:21:29 -0400
----- Original Message -----
From: Phil Smith <phil_urbanhell@*******.com>
Subject: GURPS


> So how useful are these books for a purely SR player (like me) can they be
> easily converted?
>
> Which brings me on to a wider question; I so far have SR3, MITS, Sprawl
> Sites (SS?), The Companion, MM, CC, CP, New Seattle (NS?), Critters,
> Germany, The Archology and VR2 (I think that's it). I don't want Rigger 2
> because I don't GM for a rigger character and SR3 does me just fine for
> vehicles, I want the Atzlan book. Apart from Corporate Download (I find
> corp information boring), is there anything else I deeply need?
>

As for GURPS, I think the idea is great and I have used allot of the books
for source material. I once ran a Shadowrun Fantasy style using GURPS Conan
as a setting, GURPS Timeline is very good if you want some historical
references in your campaign (as well as ODD metaplanar quests if you use
some of the adventure ideas in the book), etc.

As for core books NAGtRL is really good (IMHO!!!!) though it's for 1st/2nd
ed., Shadowbeat (again IMHO), if you have CP you may want to get Target:
Smuggler's Havens.

As for other game books for source material, I use allot of CP: 2020 for
stuff, especially the Corporate books, Chrome books (which Gurth has great
conversions for BTW), Home of the Brave/Land of the Free, and Deep Space.

BTW, Gurth, do you have any intention on trying to redo the conversions. for
full replacements using the space system out of MM? Just a question, so
don't shoot me. :)

Ahrain
Message no. 14
From: Alfredo B Alves dghost@****.com
Subject: GURPS
Date: Fri, 26 May 2000 11:11:36 -0500
On Fri, 26 May 2000 09:25:44 +0100 Tobias.D@********.de (Tobias
Diekershoff) writes:
<SNIP>
> These Gun Creation Rules can you sent it to me (or give me the
> adress
> where to find them) :)

The gun creation rules are in the Cannon Companion. The address is that
of your local gaming store. ;)

--
D. Ghost
Profanity is the one language all programmers know best
- Troutman's 6th programming postulate.

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Message no. 15
From: Gurth gurth@******.nl
Subject: GURPS
Date: Fri, 26 May 2000 20:16:19 +0200
According to Ahrain, at 4:21 on 26 May 00, the word on the street was...

> BTW, Gurth, do you have any intention on trying to redo the conversions. for
> full replacements using the space system out of MM? Just a question, so
> don't shoot me. :)

Assuming MM stands for "Maximum Metal," up until very recently, I didn't
own a copy of that book, so I couldn't do anything with it either :)

However, on a trip to Antwerp earlier today I picked up a copy of that
book[1] but naturally haven't had the time to really read much of it. Once
I do, I might see about converting the stuff in it to SR as well. That'll
probably be after I update the Chromebook Conversions to incorporate
changes necessary due to Man & Machine, Cannon Companion, and The Matrix,
though.

[1] I also bought an SRII softcover main rulebook, which I -- for some
reason I still can't figure out -- mistook for a _first_ edition
softcover... If anyone is in need of this book, contact me privately :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Here come the golden oldies. Here come the Hezbollah.
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 16
From: Phil Smith phil_urbanhell@*******.com
Subject: GURPS
Date: Fri, 26 May 2000 19:34:35 GMT
>From: "Ahrain" <Ahrain_Drigar@*******.com>

Cheers for the GURPS take.

>As for core books NAGtRL is really good (IMHO!!!!) though it's for 1st/2nd
>ed., Shadowbeat (again IMHO), if you have CP you may want to get Target:
>Smuggler's Havens.

I have seen Shadowbeat and I found the rules a bit...:( and the information
nothing new. Smuggler Havens is indeed fantastic, I have read it cover to
cover though. As for NAGRTL, I haven't had a good look at it yet, I will go
on your advice and look into getting a copy.

>As for other game books for source material, I use a lot of CP: 2020 for
>stuff, especially the Corporate books, Chrome books (which Gurth has great
>conversions for BTW), Home of the Brave/Land of the Free, and Deep Space.

I love the CP2020 stuff, I would never give up my magic for a different
system but I've been tempted:)>

Phil
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Message no. 17
From: Ahrain Ahrain_Drigar@*******.com
Subject: GURPS
Date: Sat, 27 May 2000 02:58:48 -0400
----- Original Message -----
From: Gurth <gurth@******.nl>
Subject: Re: GURPS


> Assuming MM stands for "Maximum Metal," up until very recently, I didn't
> own a copy of that book, so I couldn't do anything with it either :)
>
> However, on a trip to Antwerp earlier today I picked up a copy of that
> book[1] but naturally haven't had the time to really read much of it. Once
> I do, I might see about converting the stuff in it to SR as well. That'll
> probably be after I update the Chromebook Conversions to incorporate
> changes necessary due to Man & Machine, Cannon Companion, and The Matrix,
> though.
>
> [1] I also bought an SRII softcover main rulebook, which I -- for some
> reason I still can't figure out -- mistook for a _first_ edition
> softcover... If anyone is in need of this book, contact me privately :)

Actually, MM should have been M&M (Man & Machine). I meant the space
options for cyber limbs and all.

Now, as for Maximum Metal, THAT would be cool. It's been a while since I
have done anything with the CP:2020 system, but if you would like any help
(however pathetic it may be :P ), I'd be glad to, especially since I also
own a copy. Though considerably older than yours though, by about 5 years.

Ahrain, the unintelligible
Message no. 18
From: Ahrain Ahrain_Drigar@*******.com
Subject: GURPS
Date: Sat, 27 May 2000 03:10:19 -0400
----- Original Message -----
From: Phil Smith <phil_urbanhell@*******.com>
Subject: Re: GURPS


> I have seen Shadowbeat and I found the rules a bit...:( and the
information
> nothing new. Smuggler Havens is indeed fantastic, I have read it cover to
> cover though. As for NAGRTL, I haven't had a good look at it yet, I will
go
> on your advice and look into getting a copy.

I can agree with you on the rules, but some of the info and backgroung
really come in to play with a campaign I was running. One of the characters
was a rocker stirring up her own way of "Corporate Terrorism". She was a
street icon and on MANY corporate wanted posters. She would put almost her
entier roll into her impact rating, and beat feet when the cops come a
callin'.

>
> I love the CP2020 stuff, I would never give up my magic for a different
> system but I've been tempted:)>

It may not be magic, but they do have fairly decent psychic and vampire
rules in "Night's Edge" from Ianus games (ICP#101 if you're interested AND
if they are still printing it/in business). I just changes it to "magic"
instead of psychics and ran this when my SR books were temporarily out of
comission for a couple of months. Thankfully I have a fairly good memory
for what I have read (not to mention absolutely NO life to have memorized as
much as I did ;) ) so I used the SR world more or less till I could get my
books back. Still, all in all a good book for CP.

Ahrain, "The Man with no Life".....or was that name?...no pretty sure life
:P
Message no. 19
From: Tobias Diekershoff Tobias.D@********.de
Subject: GURPS
Date: Sat, 27 May 2000 10:11:25 +0100
> Date: Fri, 26 May 2000 11:11:36 -0500
> From: Alfredo B Alves <dghost@****.com>

> On Fri, 26 May 2000 09:25:44 +0100 Tobias.D@********.de (Tobias
> Diekershoff) writes:
> <SNIP>
> > These Gun Creation Rules can you sent it to me (or give me the
> > adress
> > where to find them) :)
>
> The gun creation rules are in the Cannon Companion. The address is that
> of your local gaming store. ;)
>
AFAIK not in German jet :(
> --
> D. Ghost
> Profanity is the one language all programmers know best
> - Troutman's 6th programming postulate.
>
Tobias
Message no. 20
From: Arclight arclight@*********.de
Subject: GURPS
Date: Sat, 27 May 2000 13:19:47 +0200
And finally, Tobias Diekershoff expressed himself by writing:

<snip>

> > The gun creation rules are in the Cannon Companion. The
> address is that
> > of your local gaming store. ;)
> >
> AFAIK not in German jet :(

Try Amazon.de or Buecher.de :)

--
arclight
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