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I'm thinking of running a "Zero to Hero" game in I-can't-believe-it's-not-Classical-Greece. I'm having a hard time settling on a system that can span the full range from peasants to army slaughtering super-heroes. Are there any systems that are fun to play through that entire range? RULESET: Normal or Light SUPPORT: DIY CHARGEN: N\A - most character elements will be built up through play SETTING: Established or lower
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# ¿ Oct 2, 2013 00:04 |
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# ¿ Apr 29, 2024 08:58 |
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Heart Attacks posted:Is it intentional that rolling is a way better option than taking the predefined stats (average of 7 vs automatic 3)? Edit: That might be how it works in World of Dungeons too, I dunno, never touched the game. PDQ is the lightest system I know and there's been at least one successful Supers game using it on these forums. PDQ# is basically the same thing with a few more fiddly bits. You could also give Fate Accelerated Edition a look.
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# ¿ Oct 5, 2013 14:56 |
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Haystack posted:This is literally the sort of game Heroquest 2e was designed for, right down to having a not-Classical-setting in the back of the book. It's about as rules-light as they come, though. This sounds very exciting. The review you linked makes it sound a lot like PDQ with a D20. How is it better? Worse?
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# ¿ Oct 10, 2013 21:55 |
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SageNytell posted:FATE Core. Absolutely FATE Core, it's flexible enough to do whatever you need it to while giving you consistent mechanics the whole way. Seconded. Take a look at fate accelerated too. Dungeon World or better yet a collection of *World games would likely work well.
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# ¿ Dec 6, 2013 16:29 |
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Rockopolis posted:
Best Mech RPGs I've seen (although refluffing 4E works veeery well for a pure mech and no pilot stats game). The problem my group had with Silhoutte is that most actions were either trivial or virtually impossible. Combat was similar with it either being a very fast turkey shoot or a long tedious grind with neither side able to do much damage. If you like highly lethal games, its worth a try.
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# ¿ Dec 9, 2013 02:01 |
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What systems handle a party of all wizards well? I'm hoping there's something I haven't heard of that both allows interesting spontaneous magic and provides enough variety to differentiate 4-6 player characters. Bonus points if it incentivizes traditional wizard behavior like researching new spells, studying in an isolated tower, and making magical geegaws of dubious purpose.
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# ¿ Apr 1, 2014 23:20 |
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I like to use Savage Worlds for tactical games. It's got a "NORMAL" level of crunchiness and a high lethality. Even once characters get a bunch of levels under their belt, one good hit can take them out and they can only take a couple of hits under the best conditions. There've been a couple of xcom games run using it on the forums here, where the characters start out even weaker than usual by taking their bennies away and it worked well. Dudes were dropping right and left until they started using smarter tactics.
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# ¿ Apr 15, 2014 03:25 |
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Everblight posted:Our group is looking to start a game with giant robots (half of us are huge Gundam fans)... looking for a little assistance, since the Palladium Robotech book is, well, Palladium. I like Jovian Chronicles and Heavy Gear for robot games. Both games can handle out of mech stuff decently, but I agree that having separate systems for inside and outside of mechs is probably a good idea.
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# ¿ Jun 4, 2014 00:24 |
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Rigged Death Trap posted:RULESET: Normal - Crunchy Oh! Savage Worlds would probably be perfect. Takes <15 minutes to make a character, has simple but detailed enough rules and lots of pre-built setting/campaign books.
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# ¿ Aug 12, 2014 15:12 |
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Ohthehugemanatee posted:I have a question about picking a game system. Sounds like you're looking for 4th ed Essentials.
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# ¿ Nov 23, 2014 04:41 |
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You might give Full Thrust a try. I've never had a chance to try out the rules, but its an entire game for space combat. The rules are available for free and are available here
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# ¿ Mar 12, 2015 04:01 |
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I'm looking for games with good magic systems I can crib ideas from or possibly steal wholesale, so I don't really care about anything about the game or setting, except how it handles magic. Bonus points if the magic system is as easy to grasp the basics of but allows players to put the pieces together in awesome ways. The runes in Ultima Underworld is a good example. HIT me with your favorite mechanics for magic.
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# ¿ May 26, 2015 15:36 |
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QuantumNinja posted:I'm not looking for a particular system to play, but a friend of mine recently asked me if there were a lot of games that didn't have combat as a core mechanism. Even Apoc World typically contains a combat every session or so, with classes built around throwing down (even if that 'combat' is just someone loving someone else up in a Seize action). Can people here name a few? Nobilis is much more about divine tea parties than about throwing punches, but you can throw punches too. I assume you're looking for RPGs because there are tons of board games without combat. I don't know much about Monster Hearts but all the games seem to be about teenage drama. It's pretty popular around here so I'm sure someone can chime in to say if it even has mechanics for fighting. LLSix fucked around with this message at 17:12 on Jun 2, 2015 |
# ¿ Jun 2, 2015 17:10 |
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inklesspen posted:I backed Strike! and I'm looking forward to playing it, but right now the Kickstarter-backer draft is so text-dense it's unreadable. And I don't think the tactical combat works without a grid. When I ran Savage Worlds I used a die roller in place of the cards which worked really well. The deck of cards is mostly there for the flavor of having jokers. You're going to have a hard time finding something that preserves D&D class and magic feel while shunning any of the systems that do so. Maybe give GURPS a look? One of the various pirate game systems might work for Eberron too. I'm not familiar with them but I think Seventh Sea is well thought of.
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# ¿ Jun 15, 2015 04:04 |
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Harrow posted:Is there a system that is especially good for running play-by-post games? I'm considering starting one up but I've never done it before and I'm not sure what to use. I'm gravitating towards Dungeon World, but I've seen arguments that the PbtA games lose a lot when you take away the immediacy of live play. Since you're already leaning that way, I'd suggest Dungeon World. It's a solid system that works well in PbP. PbP doesn't handle tactical combats or systems well because it takes forever to resolve a single initiative round. PbP is fantastic for allowing really vibrant descriptions and anything that allows players narrative control because there is so much more time to think and write up a post than you'd have time for if playing around a table.
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# ¿ Jun 21, 2015 01:14 |
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Kaza42 posted:So I'm looking to run a heavily economic game, around a sort of Hanseatic League or East India Company style deal, where the players are merchants - either representing a company or individuals, either works - and really gets into the details of economic manipulation and trade. The sort of game where you could actually represent currency-debasement schemes, stock inflation and hype. Preferably, it should also have some systems for dealing with political/personal influence and favors. Do any games fit this style of play? Reign. Ceetee posted:The big thing is that I dont actually want a roleplaying game. I want more of a 'combat system'. My group and I like handling our character interactions and stuff like that in our own way, and every game insists on butting into that. Anything like skill systems akin to those in DnD is generally a huge turn off, and will usually go completely ignored by us, while games that make you choose between in combat utility and out of combat utility like WoD are completely out of the question. Likewise for any kind of 'stunt system', where you are rewarded mechanically for roleplaying. We want as much as a divide between the roleplaying and the combat as we can. We have tried games like Dungeon World, thinking it would be a good fit for blending the two, and while I love the way its set up and how the playbooks work, once we all got to combat it felt... weird and unnatural. F.N.G or Only War might work for you. There is an FNG game running here right now and there have been a bunch of Only War games. They mostly model modern squad level combat though so getting to JRP might be difficult. You should look at mecha games. PoptartNinja's Mechwarrior game was hella fun and might even still be running. I like Heavy Gear too, you can drop the combat skills without losing anything.
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# ¿ Aug 19, 2015 15:44 |
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I've been watching RWBY lately. Are there any systems that encourage those kinds of cinematic fights? If you haven't seen it, RWBY has a wide range of weapons; everything from guns to nunchucks and the fights are very fluid with all kinds of crazy acrobatics.El Estrago Bonito posted:How do you feel about Exalted? It's the only thing other than GURPs that can really fit most/all of your restrictions. You'd want Exalted 2.5E with the Burn Legend setting from Shards of the Exalted Dream, it's essentially a separate game that uses the Exalted 2.5E system to do Dragonball/Street Fighter, it uses an altered version of the combat system as well. How mechanically sound is Burn Legend? Exalted 2E is pretty broken and unfun.
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# ¿ Nov 18, 2015 20:04 |
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Sgt. Anime Pederast posted:I'm kind of interested in running a star trek game, though confused as to what system would be best for it. Anyone have any ideas as for that? I think Atomic Robo would work really well. Atomic Robo's mechanism for doing an investigation and their approach to science/knowledge skills fits the setting to a T. I've been tempted to run it a couple of times but haven't had a good clear space on my calendar yet.
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# ¿ Nov 22, 2015 14:50 |
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Moriatti posted:What's the best giant robot game? Trying to get my friends into games that aren't just D&D (or Pathfinder) and Shadowrun. I like Heavy Gear & Jovian Chronicles. Someone ran a game here where the players reskinned 4E classes as giant mechs that was pretty cool if you're just trying to get away from the setting.
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# ¿ Jan 9, 2016 00:23 |
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What are the best systems for running PbP games? I've tried several systems here over the years and none of them really clicked as being ideal for this medium. With narrative games like Dungeon World or FAE I feel like there's not enough back-and-forth. With more tactical games like Savage Worlds or 4th ed. D&D I end up doing all the mechanical work of keeping the map up to date which is a drag and makes combats take forever. Cascade Jones posted:Late to the party on this: instead of Heavy Gear 2E, just go straight to DP9's Jovian Chronicles. It's already Universal Century Gundam with the serial filed off. Between the two I do like Jovian Chronicles better. JC is better for space Gundams, but if I remember right it hardly mentions how mechs work on ground. Its worth noting that Heavy Gear and JC use the exact same rules set. The resolution mechanics make both pretty swingy.
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# ¿ Sep 22, 2016 21:13 |
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Pollyanna posted:I've been GMing a game of Dungeon World for a few months now, and both my players and I are burning out. Part of it is that I play with coworkers after work, and we're way too braindead to improv and make moves on the fly by then. The other is that it demands too much energy and improvisational skill for me, especially after said workday, and I can tell that the players are running ragged too. Less crunch usually means more improv. Dungeon world is already pretty system light, I'm not sure what the next step towards less crunch would be short of PDQ which is almost pure fluff and improv. Maybe take a look at Fate or Fate Accelerated, but there's not much on the system light side that also has pre-built adventures. I think if you just want a straightforward dungeon crawl type thing you might want to give Strike a try. It keeps the honestly rather excellent tactical combat of 4th ed D&D and marries it to a better set of out of combat rules. It was developed right here on SA by a goon. Descent is a decent dungeon crawl. Not as good as Gloomhaven, but also easier.
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# ¿ Feb 7, 2019 03:51 |
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TaintedBalance posted:So I've been kicking around different ideas on this for years, and figured it would probably be better to just ask here. I'd like to run a game in the King's Field universe (FROM Softwares core RPG series before they dropped Demon Souls and changed the gaming world). There are three main points I'm interested translating from the world into the actual gameplay: Tempted to suggest Darksun 4E (Dungeons and Dragons) based on your second and third *s. I don't know of anything that balances melee and magic as well. Class based though.
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# ¿ Mar 29, 2019 05:02 |
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What’s the best system for dungeon crawl(s)? I’m too busy with my current games to start another, so this is mostly a thought experiment. It has been a long time since I played something tactical and I am wondering what’s out there now.
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# ¿ Aug 21, 2020 04:27 |
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Verisimilidude posted:Looking for some scifi rpgs, in the vein of Star Wars but not necessarily Star Wars. Cowboys, fantasy elements, space travel etc Lasers and feelings.
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# ¿ Nov 9, 2020 19:32 |
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Kaiju15 posted:I'm looking for a system that supports high magic fantasy role playing where I can play a dude who just hits stuff with a big sledgehammer and not feel like BMX Bandit next to the spellcasters after a few levels. 4E, Strike. Possibly Dungeon World, but I never saw it played at high levels.
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# ¿ Jul 1, 2021 05:25 |
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I've seen space games use nothing but a relative velocity track for positioning. I'm specifically thinking of a hard sci-fi mech game from ~20 years ago. Jupiter something or other, I can't remember the exact name. It had a single-system multipolity setting, with Earth Natives, and some folks living on Jupiter's moons and colony ships "orbiting" in Jupiter's L4 & L5 points being two of the major powers. I think there have been some sword-fight/dueling focused games with extreme crunch that just assume everyone is within stabbing range at all times, and tactical decision making is instead about picking the correct stances or even specific swings.
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# ¿ Mar 10, 2022 04:11 |
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DigitalRaven posted:Jovian Chronicles? That's the one. Tsilkani posted:Jovian Chronicles tracks range as well as inertial velocity. I guess I forgot about that.
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# ¿ Mar 10, 2022 20:03 |
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# ¿ Apr 29, 2024 08:58 |
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GladRagKraken posted:I've been considering how to run a campaign similar to the Commonweal series. After careful consideration, asking players to become familiar with the vibe of a world that you only get glimpses of through text closer to puzzle boxes than novels AND to learn the bookkeeping associated with Ars Magica seems like a lot. A Commonweal game sounds amazing! You might try running it as a systemless CYOA like some of the forum games here. The magic system is so flexible and has such a wide range of power I don't know how you could describe it mechanically. FYI, there's a Commonweal book series thread. Which seems like something you might be interested in.
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# ¿ Feb 21, 2024 04:35 |