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Rockopolis posted:RULESET: Crunchy or CPA Last time I ran a gundams game was with Fuzion, which was... a thing. Also, it ended in the first session when one PC decided to be contrary and catch the whole party in the blast radius of his thermonuclear self-detonation. YMMV. HERO System has a very comprehensive vehicle system, and is especially crunchy. Your mech will have its own character sheet, which determines things like its speed, armor, agility, and such. Your mech's onboard computer will likely have its own character sheet, for things like auto-pilot, navigation, and the ability to potentially man its own gunnery station(s). Your pilot, of course, will have its own character sheet, which will be used mostly for advanced maneuvers and stuff- weapons mounted to the mech are governed mostly by the mech's stats, but the pilot needs to make Combat Piloting checks to perform various advanced maneuvers. All three of these will interact with each other on a situational basis- for example, if the computer only knows how to destroy the specified target, and the pilot needs to flush out a hidden foe, he needs to make a programming check to make the computer just spray bullets all over from the turrets, while he keeps an eye out to fire with the main gun when the cloaked enemy gets outed.
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# ? Dec 9, 2013 15:00 |
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# ? Jun 10, 2024 07:38 |
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RULESET: Lite or Freeform SUPPORT: DIY or User-Generated CHARGEN: Any SETTING: Neutral or Universal (I'm thinking low fantasy) I'm kicking around the idea of running a play-by-mail or play-by-email game based around political machinations in a medieval court - either classic western fantasy, or something more like an ancient Chinese Imperial succession wrangle. So ideally the system should mainly based around intrigue and social wrangling, with perhaps some rules for clashes of armies. Nothing too crunchy.
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# ? Dec 16, 2013 18:38 |
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Check out Heroquest 2e. It's amazingly flexible, and has an entire section devoted to stating out and integrating communities into play.
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# ? Dec 16, 2013 19:22 |
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Haystack posted:Check out Heroquest 2e. It's amazingly flexible, and has an entire section devoted to stating out and integrating communities into play. Interesting, what's the actual play like?
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# ? Dec 16, 2013 19:44 |
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Very narrative, tending to focus on how characters use their background and character gimmicks to overcome obstacles. The core of the game are simple contests* which pit a character ability – which can be as broad as "Strong" or as specific as "My left toe that kills elves on touch" – against a difficulty. Eg, "it will be Very Hard to shift that rock with your Brute Strength". The outcome of contests provide degrees of success and failure which give a lot of leeway for narrating the outcome of a contest in addition to purely mechanical consequences. So, "You get a Major Success on your attempt to shift the rock, not only letting you get away but also rolling it back onto your pursuers," or "You get a Marginal Failure on kicking that nimble elf, so I'm going to say that you miss and stub it in the attempt, giving you a lingering -3 on future uses of that ability." Communities are represented as a set of very broad abilities representing their resources. A medieval village might have Wealth, War, Peace (alliances and diplomacy), Morale, and Faith. Contests vs those resources might make them go up or down. Heroquest has provisions for resources changing due to crises, player action and/or random fluctuations. *There are also extended contests for climatic scenes, but they're basically a bunch of simple contests wired together with a scoring system.
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# ? Dec 16, 2013 21:30 |
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Rockopolis posted:RULESET: Crunchy or CPA As pointed out by Auralsaurus Flex, GGG hits Support, Chargen and Setting out of the park. It is definitely Crunchy, but effects-based so if the kind of crunch you're after is more about technical details than combat moves, then you might be after GURPS or Mekton. My game's free so you lose nothing by giving it a skim anyway. I'd recommend Adeptus Evangelion if you want something that builds upon the Dark Heresy rules so you don't have to learn a whole new system, but it doesn't do Gundam very well. Or at all. So pick your poison.
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# ? Dec 16, 2013 22:15 |
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Ruleset: Freeform to normal Support: DIY/User generated Chargen: Any Setting: Neutral My group has been kicking around the idea of running a game based around soldiering in a modern-ish environment - a band of mercenaries, or something like that. Mostly we need something that handles gun combat in an interesting way.
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# ? Dec 19, 2013 03:46 |
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Depending on the themes you want to hit, there are things like carry, which is more narrative-focused, and GRUNT, which seems to have slightly more emphasis on combat (most recent recruitment thread here; it kinda sorta goes into details on mechanics, if only inferred. Unfortunately the previous, more informative go at a game appears to have been archived by now). If that's not what you're looking for and you'd rather have some sort of toolbox system—although both of the above can be pretty easily reskinned, but maybe not along the lines you guys want—there's always Savage Worlds. It has pretty decent support for a generic modern (para)military campaign and even has supplements for specific eras of war. There's a decently strong tradition of some XCOM pbps in The Game Room here that use this system and a few houserules (most recent recruitment thread here).
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# ? Dec 19, 2013 05:26 |
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Honestly, I'm tempted to recommend Fantasy Dice, along with the newly released free Sci-Fi Dice supplement. The sci-fi supplement introduces modern day firearms (since some sci fi settings use those), while the remainder of Fantasy Dice is pretty good for creating human characters (though you may want to replace the Paths with your own). The system doesn't use hit points; instead, it uses wounds, which may affect the character long after the fight - especially if you pick up the Trauma supplement, which includes rules for medically accurate wounds in such a way that doesn't slow down combat (since it's all sorted out after the fight is finished, and incapacitated npcs are assumed to be dead unless the pcs actually want to save them).
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# ? Dec 20, 2013 00:54 |
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I'm on my phone at the moment so excuse my briefness, but Savage Worlds would be worth looking into. It uses a three-tiered wound system instead of HP. Wounds are accumulative and after three the character is incapacitated. NPCs are considered dead after receiving one wound but they can be revived usually if the players care to. Theres rules for cover, going prone, chases, and mass combat between armies. There are optional rules to make combat more lethal as well. Theres a horror companion book that has a whole slew of horror centric rules, edges, and things. Im not too familiar with it though.
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# ? Dec 20, 2013 01:10 |
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Ruleset: Normal-Crunchy Support: UseGen-Established CharGen: Any is fine Setting: Universal-Neutral There's one important qualification: there needs to be some free-form magic system. The characters are wizards, anyway.
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# ? Dec 20, 2013 02:24 |
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Outside of the setting part, Ars Magica is probably your hookup. Free-form system based off of magic seeds. FATE Core can do the "Freeform magic" thing as easily as 1) make Magic skill 2) purchase Magic skill 3) use Magic skill but it's on the vaguer end of the system spectrum. GURPS and Mutants and Masterminds 3e fall under the crunch specifications and there's so much stuff in either that you essentially can free-form your magic.
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# ? Dec 20, 2013 03:59 |
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DerLeo posted:Ruleset: Freeform to normal If you want something crunchy and gear-porny, I recommend Spycraft 2.0
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# ? Dec 20, 2013 04:03 |
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DerLeo posted:Ruleset: Freeform to normal If you want something PbtA, you could try out The Regiment. ( http://mightyatom.blogspot.com/2012/11/the-regiment-alpha-21-playtest-kit.html?m=1 ).
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# ? Dec 20, 2013 13:01 |
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Egregious Offences posted:Ruleset: Normal-Crunchy If you're OK with medieval Europe, then Ars Magica is absolutely the way to go. If you want modern day, then World of Darkness (old or new to preference) Mage is likely to be your poison of choice. If you want fantasy, then Ars Magica with your own reskin is likely the best option.
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# ? Dec 21, 2013 03:46 |
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Egregious Offences posted:Ruleset: Normal-Crunchy If you're GURPS-inclined, you could make use of the Ritual Path Magic system that was developed in Monster Hunters and later got its own e23 supplement.
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# ? Dec 22, 2013 04:36 |
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What are some systems with good mechanical support for character relationships, back story and drama and stuff? I'm used to D&D (i.e. just make some poo poo up, freeform roleplay) so I kinda like stuff with a decent combat system (although something simpler would be good, too) and usually prefer medieval-ish fantasy. Anything fit the bill?
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# ? Dec 28, 2013 08:03 |
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There are many, many systems that suit your needs. Dungeon World was the first to come to mind, with its relationships within the party. In Runequest, you randomly generate a family of NPCs and can also randomly generate an interesting fact for your back story if you wish, while in Crimson Exodus, you choose a single friend and a single enemy to be recurring NPCs. There are actually more systems where you're expected to have a family and npc friends than systems where you aren't. I'd go with Runequest 6th Edition for your particular needs, personally. It's a fantasy system that comes with certain assumptions, but pretty much all of them are compatible with what you seem to be after. The PCs all come from somewhere, they all have families and they all have a history - and all of these things influence who they are at the start of play.
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# ? Dec 29, 2013 16:34 |
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TwoQuestions posted:I'd really like to run a game in the universe of Mass Effect, but both game systems I was considering using (Shadowrun and Eclipse Phase) were recommended to use only in their own universes. I was thinking Shadowrun would work, as Mass Effect is pretty much Shadowrun IN SPACE, but I'm not sure. The ME hack for Diaspora is well thought out and comprehensive (through ME2 anyway). http://rpggeek.com/thread/524385/hacking-diaspora-to-mass-effect
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# ? Dec 29, 2013 16:52 |
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Does anyone have any experience with Talislanta? It seems like a neat setting. If it's worth playing, which edition is actually worth tracking down?
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# ? Dec 29, 2013 23:11 |
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Ruleset: Lite—Normal Support: DIY—User–Generated CharGen: Whatever Setting: Universal-Neutral I'm hoping to run something where the primary goal is being driven by survival (need food/water/shelter, etc) in a non-zombie/disease/whatever post-apocalyptic sort of thing like I Am Alive or to a lesser extent The Road. My usual go-to is FATE or something FUDGE-based, but the default "power level" doesn't really seem to be appropriate when there's a certain level of helplessness.
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# ? Dec 30, 2013 00:24 |
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Hmm... There's one called Torchbearers, if memory serves, that was written by the guy who did Burning Wheel. It focuses on the resource management side of dungeon delving over the action side of it. Alternatively, there's always BRP; that has a pretty low power level by default. GURPS does it quite well too, if you dial back the crunch (almost every rule is optional). Harnmaster is probably far more crunchy than you're after, but if you want a system that does wound infections and death from exposure relatively realistically, it does that pretty drat well.
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# ? Dec 30, 2013 00:36 |
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I don't know anything about it really, but there's the STALKER RPG, but that might be too supernatural for what you want. My recommendation would actually be the Mouse Guard RPG from the same dudes who did Torchbearer. It uses pretty much the same system, but focuses more on survival and wilderness travel than dungeon delving. It will take some hacking to get it to be post-apocalyptic and about humans rather than mice, but it's the best fit off the top of my head. I haven't taken a close look at my copy of Torchbearer, but maybe a base derived from Mouse Guard, combined with elements of Torchbearer and/or Burning Wheel Gold might work. Then there's Apocalypse World, of course, but I'm not sure how well it does in replicating your source material. It still has some sci-fi influence, as well.
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# ? Dec 30, 2013 01:16 |
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E4C85D38 posted:Ruleset: Lite—Normal
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# ? Dec 30, 2013 02:08 |
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E4C85D38 posted:Ruleset: Lite—Normal I don't wanna turn completely into this thread's HERO System shill, but there are some pretty good optional rules for stuff like debilitating injuries of specific limbs in there, and a pretty good system for dying of thirst/starving to death, as well. There are also some pretty good rules for grappling and ground-fighting, and hostage-taking, and that sort of thing. Unfortunately, at low-rear end power levels like that, all the characters are going to be kind of same-y in the game mechanics department, so I can't give a fully clean recommendation. If you houserule a ton of granularity into the "Survival" skill, though, and put a lot of emphasis on environmental hazards and dangerous traversal, as opposed to combat, then you can still get a pretty good atmosphere of, "one of us needs to get across this collapsed bridge, or we'll starve in the desert." That said, if you don't want to drop like $80 on books, I would go with something a little indier. I bet you could still do it with FATE if you wanted, but you would have to ratchet up the difficulty curve for Consequences. If you botch that jump, you find yourself hanging by one hand from the ledge. If you botch pulling yourself up, then you fall and break your goddamn leg. You might be able to burn a Fate Token to somehow stick that landing, only now you're at the bottom of a ravine.
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# ? Dec 31, 2013 15:51 |
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I wouldn't recommend HERO, personally - that is certainly not a normal or lower level of crunch. I'd probably suggest GURPS over HERO for that kind of thing anyway - GURPS tends to do low power levels better than HERO does, and it's also rather good at debilitating injuries and the like.
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# ? Dec 31, 2013 18:50 |
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hectorgrey posted:I wouldn't recommend HERO, personally - that is certainly not a normal or lower level of crunch. I'd probably suggest GURPS over HERO for that kind of thing anyway - GURPS tends to do low power levels better than HERO does, and it's also rather good at debilitating injuries and the like. Yeah, that's true. I forgot about the crunch factor Oh! Since you seem to be going for a hardcore survivalist thing. This isn't a system recommendation, per se, but it fits with the sort of "living on the edge, if something goes wrong it's gonna go really wrong" sort of atmosphere. Use a Jenga tower as an action resolution mechanic. This was really en vogue a few months ago for horror games, but I think it works well for gritty survival, too. The party has a collective Luck that they can push, and god help you if that tower comes down.
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# ? Dec 31, 2013 19:13 |
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Unfortunately we only get to get together physically once every two months when our schedules line up, rest of the time is online, so short of rigging up a robot arm I don't think the Dread mechanic is going to work. At this point, with these recommendations, I'm kinda working on an unholy merger between Dogs in the Vineyard and HVE Water, although reviewing Dogs actually makes me want to run it, so this might take a while. Thanks for everyone's input!
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# ? Dec 31, 2013 19:19 |
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Ruleset: Normal-Crunchy Support: DIY Chargen: Unimportant Setting: Universal-Neutral I'm planning a sequel to a fantasy game I ran prior, set 1000 years later when the Dark Lord type evil wizard guys return and all that jazz, except that by now the world has moved past medieval stasis and while it's certainly still got wizards and stuff, wars are now fought with assault rifles, helicopters, and tanks. Basically, for once, the Dark Lord came back to a find a Modern Fantasy setting and is adapting accordingly. Any suggestions for a good sort of modern military runs into dark wizards and zombie apocalypses kind of system? I was thinking maybe All Flesh Must Be Eaten.
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# ? Jan 1, 2014 09:29 |
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Eden Studios's Armageddon sounds like what you want if you want to use the Classic Unisystem rules.
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# ? Jan 1, 2014 12:43 |
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RULESET: Crunchy SUPPORT: User Generated CHARGEN: Involved/Days SETTING: Universal Basically, something that I can use to build my world (something sorta cyberpunky). The game feel should be sorta like Eclipse Phase, lethal, but winnable.
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# ? Jan 3, 2014 04:27 |
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With that list? GURPS. Lethality is adjustable.
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# ? Jan 3, 2014 08:32 |
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My players want some tactical combat and a lot of character options when it comes to creation and low to middle tiers (think 1-15 in D&D). It's a freeform campaign, they go around a realm fixing problems and killing stuff. Low magic would be preferable; modern/fantasy are fine. I've played 3.5, 4.0 and I'm about to try Dark Heresy. No ability scores would be a plus. Ruleset: Crunchy or lower. Support: Established Chargen: Involved Setting: Universal
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# ? Jan 5, 2014 00:14 |
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If you're only after Fantasy, I'd suggest Runequest 6th edition. Comes with tactical movement, a free firearms supplement and actual choices within melee combat. It has 7 ability scores, which map pretty well to the six D&D scores with the exception of Size, but their main purpose is to determine your starting skills, and a characters background, culturally as well as professionally, is really important in terms of what they start off being good at. Also, if you adapt a few of the rules from BRP, since the two systems are almost identical, you could actually have the characters end up in just about any setting you want, from medieval fantasy to space ships and anywhere in between.
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# ? Jan 5, 2014 01:22 |
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There's Sacred BBQ, which while it doesn't really have established support nor has a lot (as in bunches and bunches piled upon heaps and heaps) of character creation options, it does have enough options without falling into the trap of becoming excessive like some consider is the case for 3.X & 4e, and it also hits most of your other points. It's built on a foundation of 4e and take cues from X-Com, so tactical combat is its bread and butter. But it also has rules for lighter conflict resolution akin to that of Burning Wheel (and its brethren) if you ever just want something simpler, yet still strategic, for a situation that really doesn't warrant something bigger. I believe that subsystem also replaces the skill challenge system of 4e, for what it's worth. It's not necessarily low magic—depending on your definition of the phrase—by default, but definitely isn't high magic either, and you can always reskin things, which it encourages you to do, if you want to. It is relatively universal in setting, but skews toward the standard fantasy genre. It also prides itself on Death to Ability Scores. And to top everything off, Jimbozig is pretty receptive to inquiries and input. Auralsaurus Flex fucked around with this message at 04:29 on Jan 5, 2014 |
# ? Jan 5, 2014 04:26 |
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Savage Worlds is a fast-play tactical engine that can be played as core or with fantasy plug-ins.
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# ? Jan 5, 2014 22:06 |
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Thanks for the recommendations. Just in case anyone comes looking for something just like me, I'd also like to say I found out about the Iron Kingdoms RPG remake a week ago and so far it's been fantastic. The combat is fast-paced and really, really lethal. You need miniatures; there's stuff like blast and spray templates. But if you ever played the Warmachine or Hordes miniature games, then you can jump in with little reading required. The class creation system is just genius, too.
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# ? Jan 9, 2014 13:58 |
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So me and my buddies have been playing Shadowrun for the last few months, and once we finish that we'll be looking for something to play. We all agree on wanting to run more Sci-Fi settings, but I want some opinions on what may be good to run next. Someone said that they would want to run something involving giant robots or giant monsters (or both) but I'm having problems tracking down something that fits the bill. Any suggestions?
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# ? Jan 27, 2014 08:28 |
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I'm looking for a space opera game that's got a space fantasy/sci-fi fantasy feel. Think Endless Space, or Empire of the Sun.
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# ? Feb 2, 2014 05:29 |
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# ? Jun 10, 2024 07:38 |
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I have a friend wanting to build a game in the following vein and needs a few specific mechanics in-built or easily slotted in: INDUSTRIA: While the Nine Noble Houses of Industria jockey for position in the Prince's Court, their younger scions clash in the underground clubs with pistol and rapier and race their hotted-up cars through the city's benighted streets. Court intrigue and Renaissance politics meets doomed romance and street justice. "Probably Savage Worlds with a few mods and some sort of fame/renown mechanic tacked on. I've already got the nine houses, their signature weapons and favoured advantages laid out. I do have to figure out how to limit guns, or at least make melee as effective and/or attractive as guns." So, gun combat weakened, allowing use of melee fighting skills primarily, a fame/renown mechanic, and vehicles. They're leaning towards Savage Worlds, but is there another ruleset or setting that can be modified for use? We play or have access to just about every main RPG corebook or setting due to the average age of the group.
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# ? Mar 14, 2014 09:43 |