This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Help finding a universal system

Started by noman, July 08, 2016, 02:33:49 PM

Previous topic - Next topic

soltakss

Quote from: PencilBoy99;908424Is there anyone here that runs D100 / BRP as their go to
System?

RQ3ish is my default system. I have been running campaigns in it for 20 years and playing RQ for a lot longer.

Quote from: PencilBoy99;908424I've always wanted to use Wild Talents but I would always be building everything myself

RQ/BRP/D100 is very customisable and rules from one system can be easily ported into other rules systems.

If you wrote the basic rules for Wild talents then the actual Talents themselves would just be add-ons.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html

PencilBoy99

Soltakss what do you use when you've got characters w/ powers (Vampires, Low Level Supers, Psychics)

soltakss

Quote from: PencilBoy99;908508Soltakss what do you use when you've got characters w/ powers (Vampires, Low Level Supers, Psychics)

It depends.

For Supers, I would use HeroQuest as D100 doesn't really work with SuperHeroes. Yes, I have SuperWorld and it just didn't work for me.

For Psychics I would probably use Legend:SciFi for Space Opera Psychics, but heroQuest would probably work just as well

For Vampires, I like the RuneQuest version of vampires and have played with them in Glorantha as NPCs for years. For real world vampires I would probably just adapt the RuneQuest version.
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html

Simlasa

Quote from: soltakss;908535For Psychics I would probably use Legend:SciFi for Space Opera Psychics, but heroQuest would probably work just as well
Legend had a scifi sourcebook? I can't seem to find any reference to that... was it a fan-made thing?

kosmos1214

Quote from: Spike;908414CORPS!!!!

Which, um, may violate numba 2, possibly, and certainly violates numba tree.  And may even be a precursor to EABA, or at least vaguely related to it, but I just had to put it out there to revel in my vast library of rare and often unheralded games.


Now, for something a bit more honest? Try Unisystem.   Its got settings, from X-Files level weird mystery crap, to full on angel vs Cthulu Armageddon, to a setting fulla apes (never read it personally... seems fun), to a more legitimate x-files rip off bought from another studio, to eighty bazillion zombie settings.  Hell, it did Buffy the mudda fukken Vampire Slayer, and everyone and their cousin praised how that fucker ran high power and low power in the same game!  

Naturally I don't have a copy of Buffy.  Its too... mainstream.

Yeah, stick with CORPS.  You've never heard of it.

Quote from: Brander;908430One of my favorite systems. But one that's fallen off my list because I've only ever managed to convince one group to play it.  That was even 1st Ed, before it became a universal system.
Just to ask whats the system look like???
As Iv never heard of it before.

James Gillen

Quote from: Christopher Brady;908444So if that's the case, then yeah, Savage Words counts, as does M&M 3e (You can run other genres in it, because superheroes covers a whole range of genres within itself, and there are fantasy and science fiction-y settings that can be superheroic, but have none of the tropes), Basic Roleplaying system.

For M&M second edition, there was a sourcebook called Warriors & Warlocks, which was about Fantasy, but still counted as M&M because it was the kind of Fantasy you saw in older comic books like The Warlord and Arion, Lord of Atlantis.  It was actually very good, and with the M&M rules and single D20 mechanic, it doesn't quite play as being D&D, even though it still uses a D20 core.

JG
-My own opinion is enough for me, and I claim the right to have it defended against any consensus, any majority, anywhere, any place, any time. And anyone who disagrees with this can pick a number, get in line and kiss my ass.
 -Christopher Hitchens
-Be very very careful with any argument that calls for hurting specific people right now in order to theoretically help abstract people later.
-Daztur

soltakss

Quote from: Simlasa;908542Legend had a scifi sourcebook? I can't seem to find any reference to that... was it a fan-made thing?

Not yet, but I am working it ...
Simon Phipp - Caldmore Chameleon - Wallowing in my elitism  since 1982.

http://www.soltakss.com/index.html
Merrie England (Medieval RPG): http://merrieengland.soltakss.com/index.html
Alternate Earth: http://alternateearthrq.soltakss.com/index.html

Omega

Quote from: noman;9080804. The system is capable of handling character power levels ranging from low-level dudes to almost-but-not-quite godlike. This is the key point for my criteria.

Almost-but-not-quite godlike.  Demigod level power levels.  Superman or Thanos level supers would be the low end.  The key here is an element of divinity.  I'm looking for a system that can handle high-level demigods to low-level gods or cosmic powers without breaking under the strain.

TSR's Marvel Superheroes (MSH) It may be presented as a superhero RPG. But by its very nature and scope it is a universal system. Normal humans? Can do. Demigods? Can do. Sword & Sorcery? Can do. Western? Road Warrior? James Bond? Pirates? Space Opera? Can do.

The Butcher

Quote from: Simlasa;908542Legend had a scifi sourcebook? I can't seem to find any reference to that... was it a fan-made thing?

Legend doesn't but RQ6 has Luther Arkwright which is packed with psionics and supertech.

There's also a Star Wars conversion floating around, IIRC, but I don't have a link right now.

And I don't recall which author (Loz or Pete) posted a while back that he run a Iain Banks' Culture game using RQ6. Now there's a licence I'd like to see!

Spike

Quote from: kosmos1214;908550Just to ask whats the system look like???
As Iv never heard of it before.

:Hipster:

Well....


Actually, off the top of my head I can't say too terribly much.  Point buy character creation, I recall and more importantly a very interesting skill system, using cascades.  Lemme explain... no, that will take too long... I'll sum up

So you buy a skill. Say "Science"... for the record skills seem to go to about ten or so, with exponential costs, so you're probably not going to buy it higher than, say, four.  

So you can do any science stuff at all at a skill of four. No, I don't recall exactly how you check your skills, but a four is medium poor. But that's okay, right?

See, you can buy a specialty to Science... lets make up a skill... hmm.. how about 'Chemistry'? That sounds sciency, right? You can buy this specialty to half the main skill, so up to 2, which is actually damn cheap. Of course, a skill of two sucks donkey balls (get thee to Tijuanna!!!), but that's cool, because you add that too your main science skill of 4, giving you a six, which is pretty good, but not earth shattering.

Now, it IS possible to spin off a further specialty of Chemistry, with the GM's permission. Lets say you have 'Improvized Explosive, Macguiver Style!', which sounds pretty lame, but whatever.

So you can only have THAT at HALF of Chemistry, so only a one, right? BUt you STACK it with Science and Chemistry, which gives you a seven, which ain't half bad!



There are also advantages and disadvantages, but they were slightly wonky as I recall. Nothing too earth shattering in design, mind you. Just... not well thought out.


Mind you, the entire Game Line takes up less shelf space than a single D&D book.  The Main Book is about a thick as a Pathfinder Adventure Path module.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Simlasa

Quote from: The Butcher;908684Legend doesn't but RQ6 has Luther Arkwright which is packed with psionics and supertech.
Yep, Luther Arkwright was a favorite comic series and the RQ6 book is really nicely done. Multiversal espionage pretty much requires a fairly universal set of rules to cover the various tech-levels.

kosmos1214

Quote from: Spike;908714:Hipster:

Well....


Actually, off the top of my head I can't say too terribly much.  Point buy character creation, I recall and more importantly a very interesting skill system, using cascades.  Lemme explain... no, that will take too long... I'll sum up

So you buy a skill. Say "Science"... for the record skills seem to go to about ten or so, with exponential costs, so you're probably not going to buy it higher than, say, four.  

So you can do any science stuff at all at a skill of four. No, I don't recall exactly how you check your skills, but a four is medium poor. But that's okay, right?

See, you can buy a specialty to Science... lets make up a skill... hmm.. how about 'Chemistry'? That sounds sciency, right? You can buy this specialty to half the main skill, so up to 2, which is actually damn cheap. Of course, a skill of two sucks donkey balls (get thee to Tijuanna!!!), but that's cool, because you add that too your main science skill of 4, giving you a six, which is pretty good, but not earth shattering.

Now, it IS possible to spin off a further specialty of Chemistry, with the GM's permission. Lets say you have 'Improvized Explosive, Macguiver Style!', which sounds pretty lame, but whatever.

So you can only have THAT at HALF of Chemistry, so only a one, right? BUt you STACK it with Science and Chemistry, which gives you a seven, which ain't half bad!



There are also advantages and disadvantages, but they were slightly wonky as I recall. Nothing too earth shattering in design, mind you. Just... not well thought out.


Mind you, the entire Game Line takes up less shelf space than a single D&D book.  The Main Book is about a thick as a Pathfinder Adventure Path module.

Huh sounds kind of interesting if a but gamey.
Any way thanks

noman

Aaaand, I'm back.

Sorry for the delay.  I know it may have seemed like I was ignoring my own thread.  I had important, noman things to do.

Again, a very warm thanks for everyone that contributed to this thread.

I've had some time to consider my options and do a little reading.  I'm writing this post for anyone else who comes along with a similar issue.  If you are, and you happen to come across this thread, I recommend you explore every option that was mentioned, including those I chose to dismiss.

General thoughts

First, I've chosen to focus on universal systems because I find (A) I enjoy them more and (B) IME, they usually do as well or better at emulating a given setting than setting-specific game systems.  Now, I know this statement may be met with some debate, and that's fine.  This is just my opinion.  I've simply found that I do better with universal systems than I do with setting or genre specifc ones.

Second, the two grandaddies of universal systems, HERO and GURPS, were not chosen from the beginning.  Why?  While both games are capable of creating very nearly any conceivable character, both systems have points of concern for me.  I won't go into detail about what these concerns are because I don't want to be seen as harshing on these excellent systems.  I just don't like.  For reasons.  Moving on.

Fate was likewise eliminated from the running from the start.  Why?  I simply don't like.  Subjective, personal preference.  Again, moving on.

What I use for "normal" powered games

Next, I'll deviate here to plug two game systems I do really like: EABA and GenreDiversion.

About a year or so ago (?) I replaced GURPS (which I used to use, but eventually came to dislike) with EABA.  EABA is a rules-medium/heavy system that scratches my crunch itch.  It has replaced GURPS as a universal rules-medium/heavy system.  I have no real complaints about the system, I like the way it does things, and the settings are excellent.

About the same time, I discovered GenreDivision.  GenreDiversion is a rules-light/medium system that satisfies my need for a light game for when I'm strapped for time.  I really like this system.  It's fast, easy for players to learn, and easy to mod.  Plus, settings!

I use both games for any game that involves characters that range from low-level adventurers (of any genre) to mid-to-high level adventurers (supers, etc.).  EABA is my goto if I want crunch, a long campaign, and I have the time.  GenreDiversion is my goto if I want fast, a shortish campaign, and I'm short on time.

However, neither of these systems do especially well with the very high power levels I described above.  They tend to bend, and sometimes break, under the strain.  Thus, I'm looking for a universal system that can handle this kind of power level easily.  This narrows my options considerably.

Options for very-high power levels

I'll need a system that (A) Already allows for demi-god level play, or (B) can be easily modded in such a way (through supplements) to do so.

This is what I've found.

Godborn.  Made to order.  Not a universal system, but it could easily be ported to other OSR games.  The fact that its OSR isn't really a selling point for me, but neither is it a negative.  The game seems excellent after an initial read.  First choice.

Savage Worlds + Savage Suzerian.  Suzerian mods Savage Worlds in such a way as to allow for demi-god level play.  Players can work their way up to that level, or start a campaign at that level.  It allows for cross-genre world hopping, cosmic level adventure and intrigue, and just seems packed with goodness.  It helps that the few times I've actually played SW, I've enjoyed it immensely.  Second choice.

Cyper System + Gods of the Fall.  I can't write much about this other than to say an initial read of the free versions seem promising.  I haven't played any Cyper System games, and haven't had a chance to do a throughout read.  However, it seems to satisfy my criteria.  Third choice.

Well, that's it.  Again, thanks to one and all.
This poster is no longer active.

Loz

QuoteAnd I don't recall which author (Loz or Pete) posted a while back that he run a Iain Banks' Culture game using RQ6. Now there's a licence I'd like to see!

Correct. Pete's run it a few times, and I've played in it. The game operates at Ship/Mind level (for those uninitiated in Banks' Culture, ships and Minds are city-size, hyper intelligent AIs) and Avatar level, for smaller focused proceedings. Works very well.
The Design Mechanism: Publishers of Mythras
//www.thedesignmechanism.com

carpocratian

It's not technically universal, but Wild Talents: Progenitor can handle pretty high level characters.

My go-to system when I can't find an existing system that fits my needs is Open D6 / Mini 6.  Since it's designed as a highly customizable toolkit, it can be modified to do whatever you want it to do.