Does Shadowrun4e work for murderhobo dungeon crawling?

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OgreBattle
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Does Shadowrun4e work for murderhobo dungeon crawling?

Post by OgreBattle »

With guns, of course. A game based around delving into structures filled with corridors, rooms, blind turns, traps, monsters, and treasure.

Is the combat and exploration portion of the game fast/catchy enough for games that revolve around dungeon creeping?

i'm thinking a 'cyber dungeon' environment like Blame:
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Post by RadiantPhoenix »

I think what makes a D&D-like game and a modern-setting game different is fundamentally "civilization".

I mean, in some sense Shadowrun already is dungeon-crawling, but...
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Post by OgreBattle »

Ignore the setting, just the rules is what I'm talking about.
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Post by Lokathor »

Shadowrun doesn't have a melee minigame really, so instead of lots of small rooms to fight in, ruins should have large rooms with pillars and stone altars and stuff like that you can duck behind and shoot from.

But it's got rules for sneaking, noticing things, attacking and breaking stuff, movement abilities like climbing and swimming, all the stuff you'd expect.

You could even run a shadowrun dungeon crawl in some ancient ruins or a metaplane.
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Post by Stahlseele »

what do you mean shadowrun does not have the melee minigame?
of course it does.

what it does not have is much in the way of traps.
because the "dungeons" you are actually already crawling through usually are the workplace of some people paid much better hourly rates than the shadowrunners.
and these kind of people usually don't like the danger of suddenly being killed or trapped by something automatic.
Last edited by Stahlseele on Fri Apr 18, 2014 8:29 am, edited 1 time in total.
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Post by unnamednpc »

IMHO, you will run into two problems:
First, no edition of Shadowrun ever has had what you would call a really fast, elegant combat resolution system. I don't know if 4th Edition is the worst offender (that honor belongs to 5th Ed. by default, anyway), but with three die rolls to resolve each attack, two possible attacks per action, and often multiple actions per combat round for each actor, expect to be rolling a ton of dice, and often.
And secondly, Shadowrun combat, in spite of its fiddly, dice-hungry nature, tends to be rather lethal. Sure, some specialist builds can potentially shrug off a fair deal of damage, and there's things you can do to mitigate your chances of getting hit, but the long and short of it is that when you get hit, it will hurt. Think "One more pistol slug or grazing hit from an SMG will fucking END you" over "Oh, I lost 30HP, guess I'll nom some CWL after the fight."

tl, dr: I don't think that 4th Ed. Shadowrun is particularly well suited for quick'n'dirty dungeon crawling.
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Post by Blade »

Shadowrun isn't a tactical game like D&D.
Playing it as a boardgame with minis won't be very satisfying. The tactical choices in Shadowrun aren't in the attack modes, or "moves". They're in the use of the environment, the planning of the combat and stuff like that.
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Post by Lokathor »

Stahlseele wrote:what do you mean shadowrun does not have the melee minigame?
of course it does.
It doesn't have a good one. There's not much concern for tactical movement, there's almost no special melee combat maneuvers, there's not much in the way of special melee abilities.
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Post by Stahlseele »

well, i guess it kind of depends on what your definition of a good melee system is.
SR3, SR4 and SR5 have various different forms of martial arts that give you special abilities and boni to different things as well ad melee based modifiers like reach and position and friends etc.
it's pretty damn over complicated in some cases and simply horribly broken in others, but it is an even more diverse combat system than the ranged fighting system in SR . .
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TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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Post by rasmuswagner »

D&D and SR have exactly the same Stealth minigame:
1: Herp
2: Roll Stealth("Infiltration")
3: Roll (or take average) Perception
4: Derp
5: If 2>3, and/or/if Herp>Derp, you can backstab a dude.
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Post by Neurosis »

Shadowrun would not be my 1st, 2nd, 3rd, 4th, or even 10th choice for something like this.
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Post by Stahlseele »

why not?
if you are not doing legwork, shadowrun is basically all about dungeon crawling . .
Welcome, to IronHell.
Shrapnel wrote:
TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.

Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
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