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Introduction

What this is, and why I did it

1 - Savage Worlds for Shadowrun players

A brief overview of the Savage Worlds RPG system

You need two books:

  1. Savage Worlds Adventure Edition - the core rulebook for Savage Worlds itself.
  2. Sprawlrunners - add-on rules that build on top of Savage Worlds to create an urban-fantasy-cyberpunk setting.

(For players in my campaign - our Google drive share is here. For players not in my campaign - this link is not public; sorry.)

Philosophical differences between Shadowrun and Sprawlrunners

  • Sprawlrunners is a 2050-era setting that is closely aligned with early editions of Shadowrun: no wireless hacking, no technomancers, distinct rules for mages and shamans, etc.
  • In Savaged Worlds, by default, characters start a bit less powerful than they do in Shadowrun, but progress at a significantly faster rate. You can mitigate this by using the “characters start at Seasoned rank” optional rule, and we will do so in our campaign.

A note about Trappings

Savage Worlds relies in having simple, reusable rules but making them versatile via trappings. You can create a trapping to dress up just about any ability your character has however you please. Suppose a face, a streetsam, and a physical adept all take the Level Headed edge, which gives them an advantage in initiative draws. This game mechanic could represent, respectively, an intrinsic talent for the face, a piece of augmentation for the streetsam, and a mystical ability for the physad. I encourage you to go nuts with this!

2 - Goals and notes

Why I wrote these rules

Why not Shadowrun?

The Shadowrun system is a huge, sprawling, bloated beast of a thing. For any given edition, the CRB plus splatbooks contain thousands of pages of rules; it’s just too much. Inconsistencies and unbalanced elements abound. Pages are devoted to irrelevant rules like SCUBA diving. On-the-fly rules clarifications are required of GMs constantly.

Like many GMs, I hacked away at it, trying to cut it down to something manageable (see my efforts on the rest of this site) – but I tired of the fight. I’d much rather be devoting my energies to running my games than rewriting rules.

Furthermore, these issues are getting worse over time, not better. Shadowrun 6e did little to address the issues of 5e, while having significantly worse editing and organisation. I no longer have any trust in SR’s publishers to assemble a high-quality product that I want to play.

Why Savage Worlds?

There’s lots of fan hacks around that aim to use other RPG systems to run Shadowrun games with. But for my table’s style of game, I think Savage Worlds is a good choice. Why?

  • Savage Worlds is a classless system, like Shadowrun. We prefer this to the class-based approach adopted by PbtA and FitD games.
  • Savage Worlds excels at pulpy high-action play styles. Our Shadowrun campaign leans pink mohawk, so that’s a good fit.
  • Savage Worlds is a mainstream system with good support from digital tools, in particular for character generation and for virtual tabletops like Roll20 and Foundry. Both are important to us.
  • Savage Worlds, as a generic RPG engine, has lots of content out there that spans other genres like horror, high sci-fi, and fantasy. Content from these can be pulled in as needed for Shadowrun’s more outré elements such as metaplane adventures or ultraviolet VR hosts.

Why Sprawlrunners?

Simply put, Sprawlrunners is by far the most polished and well-considered of the various hacks that attempt to blend Shadowrun’s setting with Savage World’s ruleset.

It is also probably the adaptation that sticks most closely to the vanilla Savage World rules. For example, the use of (mostly) existing Edges and Racial Trait rules and costs to model cyberware means the game is more easily balanced.

Why change Sprawlrunners?

Sprawlrunners is perfectly playable as-is, so why have I written all these houserules for it? It’s mostly a question of game era. Sprawlrunners has a very classic FASA-era SR feel — the first to third editions. This means:

  • Only two magic traditions (hermetic mages and shamans), with a lot of differences between them. Nature spirits and elementals are very different.
  • Wired-only, VR-only cyberspace.
  • No technomancers.

There’s nothing wrong with those decisions. But they don’t work for our table because we already have a pre-existing campaign and pre-existing characters set in the 2070s using the Shadowrun 5e rules. One character is a chaos mage, and doesn’t fit into the hermetic mage or shaman traditions. One character is a rigger/decker, optimised for in-combat AR hacking.

I do not want to start with fresh characters, I want to convert my ongoing campaign. Hence: I wrote the rules you find on this site. They attempt to extend the Sprawlrunners base to cover wireless hacking and unified magic theory, plus a few extra houserules of my own divising just to suit my own tastes and biases.