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A La Carte

Started by James J Skach, April 09, 2007, 03:31:27 PM

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James J Skach

For the most part, we all seem to like/prefer/want different pieces from different games.  In one of the GURPS threads, I described some of my goals:
Quote from: James J. SkachWhy does it have to be one system or the other? My ideal would be a roll-over, probably d20 mechanic with the optional detail in skills/advantages/disadvantages from GURPS. I'm liking Iridium's loose class system coupled with its Skill/XP mechanic.
So what's your list of the various areas and what corresponding system you would use for each? No limit as to what areas to cover; from Combat to Psionics, Ultra Tech, etc - whatever you want to name as an area. Go as detailed (three stats - no eight!) or as broad as you want.

No worrying about how it would all fit together.

So my comment from the GURPS thread might look something like this:
Basic Mechanic: d20 roll over.
Stats: Iridium
Skills: GURPS
(Dis)Advantages: GURPS
Classes: Iridium (I'd like to learn more about BW life paths)
XP/Level: Iridium

No flaming other peoples' choices.

If you want to discuss pros and cons, start another thread. Discussing each in different threads will allow for the discussion on any given item to get as detailed as need be.

Why? I think it might spawn some great discussions and illuminate design choices one might make and combinations one might not have considered.

I've been wrong before.
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C.W.Richeson

And this is a lame way to participate, but for what it's worth: I like it all.  I love playing different games, and I think many systems are suited for specific modes of play / game worlds they're trying to evoke.

I do have a general preference for roll high mechanics because I think they're more intuitive and easier to teach to others.

Edit: For maximum usefulness folk might want to very briefly describe the system instead of just saying Iridium or Shadowrun.  I know a lot of folk here have very little exposure to RPGs generally, and even those that do haven't seen everything.  Just a thought.
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Zachary The First

Hmm..tough call on nearly all of these! My answers could easily change!
 
Basic Mechanic: Rolemaster's percentiles, or the Impresa system.
Stats: Possibly Tri-Stat, possibly Rolemaster
Skills: My new Palladium homebrew (hey, I'm excited about it!)
Flaws/Quirks: GURPS
Classes: BW Lifepaths
XP/Level: Not sure
Magic: Iridium Freeform, maybe. Not really sure.  I'm also really fond of Palladium's Wards & Circle Magic.
Mass Combat: Epic RPG
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James J Skach

Quote from: C.W.RichesonAnd this is a lame way to participate, but for what it's worth: I like it all.  I love playing different games, and I think many systems are suited for specific modes of play / game worlds they're trying to evoke.

I do have a general preference for roll high mechanics because I think they're more intuitive and easier to teach to others.

Edit: For maximum usefulness folk might want to very briefly describe the system instead of just saying Iridium or Shadowrun.  I know a lot of folk here have very little exposure to RPGs generally, and even those that do haven't seen everything.  Just a thought.
Any participation is greeted with a warm handshake and a...hey..that's not my hand!

Seriously, what i'm going for is your ultimate game/system. Yes, I'm assuming a lot as I write this. So if you feel the need, maybe say - roughly! - what kind of game your ultimate game is and then dive in.

And I apologize for the references - Iridium is Hinterwelt's core system that can be found here.

Edit: See, now I'm going to go look at some of those things on Zachary's list to see what might have prompted him to use that specific aspect and how it might better suit my perfect game!
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Ronin

I have to say this thread has really made me think about what I like. I've also come to a conclusion that slightly surprises me. The perfect system for me is Fusion System. It has the most of what I want.
Basic mechanic: Attribute + Skill + die roll vs Difficulty/Target number
Stats: All Flesh Must Be Eaten. They seem to cover all the important bases for me.
Skills: GURPS/Fusion I like choices. I veiw Fusion as a more lightened version of GURPS
(Dis)Advantanges GURPS/Fusion Same as above
Classes: I'm not big on. I'm more of a freeform kind of guy. I some times like templates. To get an idea of what that kind of character should have. But thats the extent of it.
XP/Level:My home brew game. Skills gain the possibility of increasing, if used. In short skills if used during the game. Get a roll to see if they can be increased.
Magic: I like the Palladium system for that old school magic goodness. But I also like the Dynamic Magic from BESM
Mass Combat: Man, I dont know. I really dont do much of that. Except maybe GM fiat, advancing plot stuff.
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James J Skach

Quote from: RoninI have to say this thread has really made me think about what I like. I've also come to a conclusion that slightly surprises me.
Yay! That's what I wanted...now I have to go find what I have on my server about Fusion :)
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Ronin

R Talsorian has the Fusion rules for download for free here.
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Zachary The First

Quote from: RoninR Talsorian has the Fusion rules for download for free here.

You know, I often completely forget about Fuzion for extended periods of time.  Which is strange, because I dig a lot of what it brings to the table.

You may want to check out F20, which is an interesting blend of d20 & Fusion rules.  And the proceeds from sales go to fight cancer!
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Ronin

Quote from: Zachary The FirstYou know, I often completely forget about Fuzion for extended periods of time.  Which is strange, because I dig a lot of what it brings to the table.

You may want to check out F20, which is an interesting blend of d20 & Fusion rules.  And the proceeds from sales go to fight cancer!
Thanks I'll have to check that out.
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JongWK

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Dominus Nox

How about an A La Carte setting instead of a system? F'rinstance you could do a SF setting with kzinti from niven, Kafer from traveller 2300, daleks from Dr. Who and maybe an early version of the borg, plus necrons from wh40k.

Add in whatever tech you want, modify the races to match it and instant setting.
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Zachary The First

Quote from: Dominus NoxHow about an A La Carte setting instead of a system? F'rinstance you could do a SF setting with kzinti from niven, Kafer from traveller 2300, daleks from Dr. Who and maybe an early version of the borg, plus necrons from wh40k.

Add in whatever tech you want, modify the races to match it and instant setting.

Sounds like a nifty new thread idea, pard. :)
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flyingmice

Quote from: RoninThanks I'll have to check that out.

F20 rocks! I co-wrote two games using it.

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Dominus Nox

Quote from: Zachary The FirstSounds like a nifty new thread idea, pard. :)

Thanks.

I've always thought that the necrons, maybe without the c'tan, would be a good idea for any SF game.

I mean, think of what they'd be without the c'tan: A race of humanoids created much earlier in the universal timeline that terrans. They were born under a violent star that emitted unpredictable bursts of hard radiation that scourged their planet and left them rife with mutation, disease, deformity and short lifespans, but somehow they acheive high technology and discover interstellar travel. They find other races that don't suffer as they do, having been born under calmer stars, and find themselves unable to cure their genetic curse that condemns them to short, miserable lifespans rife with cancers and other sickness.

So they go stark raving insane and actually declare war on the universe for afflicting them so, and make it their racial goal to strike back at it by wiping out all the lifeforms it was so kind to in retaliation. (Hey, insanity is a great basis for horror.)

They fight a millennial war against the other races, finally creating artifical, robotic bodies to house their consciousnesses in, but the process is flawed, and what mostly transfers over is their hate for all other life. Most of them are reduced to little more than automata, motivated by insanity and hate trapped forever in their immortal metal bodies and the nanocircuited labrynths of their artificial brains.

A few of the stronger willed, more intelligent necrontyr retain some shadow of their former minds, but are still mostly driven by hate and madness.

In the end, some 65 million years ago, they achieved their goal of wiping out most life in the galaxy, but were left unsated.

So they built massive crypts to house their forms in, sealed them and went into a dormant state, knowing that sooner or later life would evolve all over again, and eventually intelligent lifeforms would discover their crypts and breach them, triggering their revival to once again strike back at life itself for the terrible injustice it did their ancestors, and they've got the tech to do it.

That, handled right, coiuld make a fine SF horror campaign.
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