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Made in us
Battlefield Tourist




MN (Currently in WY)

I didn't want to clutter up the Dungeons and Dakka thread with talk about non-D&D RPGs so I figured I would start a new thread.....

I went to a family gathering, and there is a segment of the people there who always want me to GM some sort of RPG experience for them. We have done this for the past decade or so, and since it is basically a one-shot I have never played actual D&D with them. Instead I typically bring something else for them to try. In the past we have played fantasy based games, star wars WEG, TSR Marvel Advanced Super Heroes, TSR Top Secret, Shadowrun One-shots, and other random games.

This time, we played Those Dark Places from Osprey one night. On the other, nights played a homebrew Space Mecha RPG game. Both had very simple character creation and core mechanics. The audience rarely plays RPGs, so I always bend the system to make it work. Both games were a hit.

Those Dark Places uses a very simple system called CASE, and rolling a d6, adding your CASE score, and a bonus based on your role on the ship. It heavily invokes the feeling of 80's space horror. In this case, the 'emergency" crew was awoken from deep sleep half way through their journey to collision alarms. Something had hit their ship and taken out their long range communication array. Some crew had to space walk out to repair it, and found an ancient "coffin" from a long forgotten mission wedged in their equipment. They broke it out and let it drift off. Afterwards, the crew members began to experience hallucinations of a ancient space suit walking the halls of their ships. In addition, their navigation system kept re-routing them back to the coffin over-and-over again. The apparition became increasingly aggressive leading to failures in various key systems around the ship and some crew men having episodes. Eventually, they space walked out, retrieved the coffin again, opened it, salted the body (too much watching Supernatural), burned the bones, had a funeral, and shot the coffin back out into space. Apparition handled.

For the Space Mecha game, we used a simple mechanics based on Star Wars WEG and placed it in a human only universe. The players were Peace Envoys from a Solar System wide governing body made up of a few Great Powers. They went to a small asteroid base to help them determine the fate of some lost prospecting vessels. En route, they were ambushed by some unknown mecha, which they dispatched. Upon arriving at the station, they had to investigate and then went out to find the missing ships. They found one as a wreck, that pointed to an attack. The second was found intact, but there they were attacked by more enemy mecha. This time they were able to get some of the enemy pilots to surrender after dusting several of their pals, taking their temp base, and securing the second prospecting ship. From there, they were able to unravel that the plot and reveal the nefarious actions of the big bad in a dramatic return to the colony base.

Overall, we had 6 players for Those Dark Places and 8(!) for the Space Mecha game. People opted to play these games rather than other board and card games we had tons of. Therefore, I guess it was a successful week of RPGs.

What non-D&D RPGs have you played lately? Tell us about it!

Also, has anyone read or tried the following games:
- Sigil and Shadow
- Dune
I would love to hear more about them.

This message was edited 1 time. Last update was at 2021/08/04 17:13:35


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Dakka Veteran





One of our goto single shot games is always Paranoia. Your character comes in a six-pack, the no-out-of-game rule is hilarious, and the rules can be bent all you want.

Often times you can run this without even having character sheets since it is against the rules for the players to know the rules.
   
Made in us
Terrifying Doombull




Veldrain wrote:

Often times you can run this without even having character sheets since it is against the rules for the players to know the rules.


Though to be fair, that isn't as funny as it used to be, since the secret GM sections of books (do not read) largely went out of favor after the 80s. So the parody is a bit lost, when originally it was a mockery of games that really did that.

Efficiency is the highest virtue. 
   
Made in us
Longtime Dakkanaut





Currently playing pathfinder 2nd. Much better system then 5e in my opinion. D&D removed a lot of the supposedly complicated parts for 5e to make it more approachable and I don't think they really succeeded. It's still overly complicated for what it is and combat takes forever still and you lost out on a lot of player choice for basically the same end result. With 5e the players are too super hero-ish for me. Pathfinder 2e players are strong but enemies are just as bad so it balances out. Plus being able to heal with out a clearic or just giving people a cure light wounds want is a big bonus.

Before that I did a one off harry potter game using the Apocalypse game engine. Really fun, easy system that the new Avatar TLAB RPG is using. Really light weight and narrative focused with, surprisingly, dice rolls that can matter. Good for kids and people that don't want to memorize whole sections of a rulebook. I think the core rules I had for the Harry Potter one was like 3 pages long.

The harry potter one didn't have much room for really leveling (and you did so by advancing school year) so I don't know how long you could run a game off of that but I'm interested to see how the Avatar one is.

Link to the avatar kickstarter https://www.kickstarter.com/projects/magpiegames/avatar-legends-the-roleplaying-game

This message was edited 1 time. Last update was at 2021/08/04 23:54:48


 
   
Made in us
Norn Queen






The last few games I have played have all been Free League games.

They come in slightly different flavors geared towards the settings of the various games with extra mechanics or slight modifications of the core rules to fit the themes of the game.

Mainly it's been Forbidden Lands (the fantasy variant) which is very OSR with a lot of quality of life modern mechanics and touches.

But I also have Coriolis and Alien for Sci Fi with some darker elements and a bit of Horror.

All great games. I think Free League and their core mechanics are some of the best out there at the moment.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
[MOD]
Solahma






RVA

Eric, as you might expect, I bought a copy of Sigil & Shadow. It uses the same system as Jackals which IIRC you did not have much interest in trying. Setting-wise, it also reminds me a bit of Jackals in terms of being jargon-heavy. For me, the main issue is the book does not include a starter adventure. As I get older, this is more of a deal breaker for me as I have less interest and time in producing content rather than actually gaming. Funny enough, S&S begins with a whole blurb about being designed for grown ups with less time.

My copy of Dune from Modiphius has not yet shipped.

I have been and currently am running Alien RPG. It is, IMO, utterly fantastic.

Two other RPGs are very high on my to-play list: Age of Sigmar Soulbound and the Talisman RPG.

   
Made in us
Battlefield Tourist




MN (Currently in WY)

Thanks Manchu! Appreciate the thoughts. I saw the Dune game at a LGS and was tempted. However, it was shrink wrapped so I could not open it up! Without knowing much about it, I was not ready to drop the money on it at that time.

@MonkeySloth- I used a Powered by the Apocalypse system to run a Monster of the Week game for my immediate family last summer. It was a fun and super easy system to learn. I think it could really shine for teaching people how to RPG.

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Made in us
Longtime Dakkanaut





 Easy E wrote:


@MonkeySloth- I used a Powered by the Apocalypse system to run a Monster of the Week game for my immediate family last summer. It was a fun and super easy system to learn. I think it could really shine for teaching people how to RPG.


I was really skeptical at first, as I do love crunch, but found that the common result of you succeed yet something unexpected happens to really drive some fun role playing in ways I wasn't expecting. That whole mechanic for success sold me on it.

This message was edited 1 time. Last update was at 2021/08/05 20:48:47


 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Getting ready to run a Powered by the Apocalypse game for some RPG noobs tonight. I will let you know how it goes.

Related, I was considering picking up the Fate Core rules and the Genesys core rules to generate my own content. Any one have any recommendations. I have to admit, the system for Genesys does not look to be my cup of tea, but I would like to hear what others who have used think about it.

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Norn Queen






 Easy E wrote:
Getting ready to run a Powered by the Apocalypse game for some RPG noobs tonight. I will let you know how it goes.

Related, I was considering picking up the Fate Core rules and the Genesys core rules to generate my own content. Any one have any recommendations. I have to admit, the system for Genesys does not look to be my cup of tea, but I would like to hear what others who have used think about it.


I have next to no expeirence with Fate so can't help there.

Gensys is a good set of mechanics. The narrative element in the dice is fantastic. Sometimes it can slow things down. The players and GM can get pulled out of the narrative element of the moment when deciding how to spend things to get boosts. I tend to shy away from those types of mechanics as I want my players as invested in the story as possible and don't want the mechanics to kick them out of my carefully crafted immersion. As far as the core book generating content? It never struck me as having that great a set of tools for it. More a bare bone tool box to get people started wit the bulk of the work on the GMs shoulders.

At the risk of sounding like a broken record... Forbidden Lands core books have some of the best content generation tools I have ever seen. From creating monsters, loot, towns, npcs, stores, dungeons, keeps and castles.... The game is just filled with little random tables that are extremely powerful and robust and can easily be used in other games.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Easy E wrote:
Getting ready to run a Powered by the Apocalypse game for some RPG noobs tonight. I will let you know how it goes.

Related, I was considering picking up the Fate Core rules and the Genesys core rules to generate my own content. Any one have any recommendations. I have to admit, the system for Genesys does not look to be my cup of tea, but I would like to hear what others who have used think about it.


I've played a lot of Fate (of the Dresden Files flavour) and have also had a go making my own system for The Venture Bros. using the FATE system.

It is pretty easy to homebrew whatever you want for the system as it is so mechanically light. Want to create a new monster? Just decide how much health it has (number of stress boxes), what its skills are, whether it has any special powers (stunts) and what aspects it would have.

As an example, lets make Shelob from The Lord of The Rings.

She's pretty sturdy so he give her a high endurance skill which gives her quite a few physical stress boxes. She is also a bit of a coward, preferring ambushes to a straight up fight, so we set her Will quite low, meaning she doesn't have many mental stress boxes. She attacks using her teeth and stinger so we give her the melee skill at some level. Fill out the rest as you see fit.

Okay, now lets give her some aspects. We give her "Ambush Predator", she'll be able to invoke this to get bonuses or re-rolls on actions related to this and the players could also invoke it to get bonuses to fight or fend her off in a straight fight, as she will not want to stick around if her initial attack doesn't go to plan. We also give her "8 eyes see in shadow", she can obviously use this to help her see in the dark but the players can use it to their advantage if they utilise light to defend against her as well.

For some stunts, we give her "Poison Stinger", a successful melee attack from her stinger requires an endurance save against a set value to prevent having the "paralysed" aspect placed on the player and "Chitin armour" which reduces damage by a flat amount.

And that's about done! Obviously some gaps as I'm just doing this quick and dirty off the top of my head but you can always add new aspects, skills or stunts on the fly.

With regards to creating homebrew systems, that depends on the system you want to build. The basic method of resolving all actions is simple (roll 4 fudge dice, total up the pluses and minuses and add the result to your skill level) and the mechanical bonuses from invoking aspects are also simple (if an aspect could apply to a check, you can spend a fate point to invoke it for either a +2 to the check or a re-roll of the 4 fudge dice). You can build more complex systems around that quite easily, typically just by combining 2 or more checks to pull of an action and adding some set consequences to failing or succeeding by set amounts. For instance in the Dresden Files, using magic came with the downside of being mentally exhausting, meaning you took mental stress when using your magic. In addition to this, if you ended up channelling too much power then you would suffer backlash from it in the form of extra stress.

And the core rules are entirely free so it's easy to just give it a skim and see how you like it.

This message was edited 3 times. Last update was at 2021/08/13 14:29:23


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

I have always wondered if FATE is just a variant of the FUDGE universal system. I all ready have that, so am not sure I need FATE.

Also, the Powered by the Apocalypse game went good. The players had a range of RPG experience, but seemed to enjoy the more narrative and mechanics light approach to it. One even said they wanted to play again today, but I had to put the breaks on that!

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Secret Force Behind the Rise of the Tau




USA

Has anyone else tried Blades in the Dark or any of the games derived from it? Beam Saber. Band of Blades.Scum and Villainy.

I love the system. It's got this minimalist simplicity to it, but its robust enough to handle nearly anything you can throw at it. The base rules are a narrative game but it's easy to hack in tactical combat if that's something you want and changing the setting or tone of the rule set is very simple.

   
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Battlefield Tourist




MN (Currently in WY)

Have not tried, but have heard good things about it.

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Blood Angel Terminator with Lightning Claws






New Zealand

Just going to GM the 2nd session of a Pulp Cthulhu campaign this Thursday I began back in Halloween 2020. My cousin and my friend are the PCs. It's based in modern-day (2014) and heavily inspired by True Detective (it's even set in Lousianna, the 1st session they were investigating a gruesome murder in the City of Franklin which is south of Lafeyette) or as I pitched it: True Detective vs the Mythos. Or True Detective vs the Cthulhu Mythos vs my own Mythos that I wish to pitch an animated show about one day. I had a lot of fun GMing it.
Just prepping for the next session now, thank the Emperor for Google Maps as it helps quite a bit for me to get a "view" of Lousianna or more particularly Baton Rouge as it's based there this session.

I made the mistake of making the PCs be detectives in Lousianna's State Police, which posed a few problems, the first being that the two scenario books I bought The Things We Left Behind and Fear's Sharp Little Needles, were incredibly hard to convert from them being for independent Investigators so I had to make the last scenario from scratch, which was much harder than I thought it'd be. And the 2nd is the incredible level of resources and backup they have from law enforcement, I did eventually manage to separate them so they had to confront the monster at the end of the scenario. I'm hoping to get them fired from the State Police and so pursue the Cult(s) conspiracy(s) themselves and that this session will really give them the inspiration to pursuit it.

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in es
Inspiring SDF-1 Bridge Officer






 LordofHats wrote:
Has anyone else tried Blades in the Dark or any of the games derived from it? Beam Saber. Band of Blades.Scum and Villainy.

I love the system. It's got this minimalist simplicity to it, but its robust enough to handle nearly anything you can throw at it. The base rules are a narrative game but it's easy to hack in tactical combat if that's something you want and changing the setting or tone of the rule set is very simple.


Played both Blades in the Dark and Band of Blades, very good impressions from both, and have been playtesting a couple of FitD games from friends.

Also been playing and translating Lancer: the "out of the mech" part of the game is pretty much BitD.
   
Made in us
Battlefield Tourist




MN (Currently in WY)

 Adrassil wrote:
I did eventually manage to separate them so they had to confront the monster at the end of the scenario. I'm hoping to get them fired from the State Police and so pursue the Cult(s) conspiracy(s) themselves and that this session will really give them the inspiration to pursuit it.


Clearly, the influence of the Cult either gets them fired or ostracized within the department. Then, they could still be State Police officers and still do that job AND work the Cult cases on the side. That sounds a lot harder to juggle though for both players and the GM.

The cult getting them fired is an easy hook.

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Assassin with Black Lotus Poison





Bristol

 Easy E wrote:
 Adrassil wrote:
I did eventually manage to separate them so they had to confront the monster at the end of the scenario. I'm hoping to get them fired from the State Police and so pursue the Cult(s) conspiracy(s) themselves and that this session will really give them the inspiration to pursuit it.


Clearly, the influence of the Cult either gets them fired or ostracized within the department. Then, they could still be State Police officers and still do that job AND work the Cult cases on the side. That sounds a lot harder to juggle though for both players and the GM.

The cult getting them fired is an easy hook.


Yep. Cult has someone who can apply pressure to the police. The possible people that could be is huge, giving you lots of room for red herrings as well. Could be in the department, a rich corporate executive who funds the commissioners campaigns, could even be in the state government.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in de
Boom! Leman Russ Commander






We played a lot of "Das schwarze Auge" (The dark eye), a german RPG over the years. And since about a year we have a nice little group again and have a lot of fun. We use a hybrid of well thought throug 4th edition house rules, rounded with some bits of official 4th and 5th edition rules where we need them.

The character creation and development is... let's say complex. The set of house rules has reigned it in a bit, but there are still dozens of talents and the option to create additional specialized ones. And on top of that surely something in the range of a hundred feats and "spells" each, so it takes a while to take everything in. Nonetheless what I really like about it, that you have a lot of room to make your character your own and the gulf between a specialist and a generalist in a given field is big enough that you can have for example multiple social characters in the same group without stealing each others spot light. In our case we have a naive druid with an exceptional charme score that tends to have an easy time finding friends, a seductive witch/dancer, a noble mercenary that speaks a dozen languages and knows his way around exotic cultures and how to behave, a medic that is a surprisingly good liar and showman and a norse-like warrioress that is good in intimidating people.

The fight system also offers a lot of options, but we rarely ever fight as the group is quite good in finding peaceful or sneaky solutions.


The world itself is some medieval low fantasy with some regions in the rennaissance and others feral. Not Grimdark at all. The world has it's problems and dark powers, but overall the good guys tend to win the long game and your characters can really have some influence on the setting (be it good or bad).

Currently the group (I act as DM) is in a city heavily dedicated to the god of luck, thieves and trade, were every area of life seems to be influenced/solved by games of luck, corruption or deals. And as it happens even the "government" of said city is elected every year by a lottery. And one of our heroes (the medic, who has the feat "smiled at by destiny") has won the unloved position of "police chief". It's kind of hilarious because the campaign book seems to assume that a "normal" adventure group will try to root out corruption, form his guard into a real efficient police force etc. but our guy just... sails along with it, not shaking the boat. He does good and caring things (protecting the weak etc.), but... in a way that really fits in the setting and already made him the most popular police chief in decades. Last time we played we came into conflict with some pirates and he managed to recrute a hand full of the more competent ones for his guard, because he is a pretty good judge of character and knows how to convince people that a change of employer might not be that bad of an idea...

~6740 build and painted
769 build and painted
845 
   
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Jovial Plaguebearer of Nurgle





Kansas, United States

Does Exalted count? I'm running two every-other-week games of Exalted 2.75 (my own cobbled together mishmash of 2nd and 3rd Editions), and it's my absolute favorite game.

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch 
   
Made in nz
Blood Angel Terminator with Lightning Claws






New Zealand

A Town Called Malus wrote:
 Easy E wrote:
 Adrassil wrote:
I did eventually manage to separate them so they had to confront the monster at the end of the scenario. I'm hoping to get them fired from the State Police and so pursue the Cult(s) conspiracy(s) themselves and that this session will really give them the inspiration to pursuit it.


Clearly, the influence of the Cult either gets them fired or ostracized within the department. Then, they could still be State Police officers and still do that job AND work the Cult cases on the side. That sounds a lot harder to juggle though for both players and the GM.

The cult getting them fired is an easy hook.


Yep. Cult has someone who can apply pressure to the police. The possible people that could be is huge, giving you lots of room for red herrings as well. Could be in the department, a rich corporate executive who funds the commissioners campaigns, could even be in the state government.


Yeah, that also aligns with the True Detective inspiration as when Rust Cohle (one of my favourite characters ever) Gets too close to the conspiracy he gets not fired but put on probation and quits after getting in a fistfight with his partner Marty. He then investigates for years by himself as he's a...True Detective (badum tish! lol) I do have the great opportunity to get them fired this session even without the influence of the cult(s) as their last case ended in a frig show (a fed and two other detectives helping them on the case wound up dead. One of the detectives turning out to a Cult member as well as the fed) due to it being their first encounter with a mythos creature, but he's going to give them one last chance. Thinking the Cult might send assassins after them while they're on their next case make it a more pulp action game and the resulting chaos that causes will certainly get them fired.

Should be fun!

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

 Octopoid wrote:
Does Exalted count? I'm running two every-other-week games of Exalted 2.75 (my own cobbled together mishmash of 2nd and 3rd Editions), and it's my absolute favorite game.


It sure does! I would love to hear more about it!

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Jovial Plaguebearer of Nurgle





Kansas, United States

 Easy E wrote:
 Octopoid wrote:
Does Exalted count? I'm running two every-other-week games of Exalted 2.75 (my own cobbled together mishmash of 2nd and 3rd Editions), and it's my absolute favorite game.


It sure does! I would love to hear more about it!


Since you asked...

Exalted is a White Wolf-based d10s game set in a fantasy/anime world, with each cardinal direction (and the center) lining up with one of the five classical Chinese elements. Currently, one group is sailing around the ocean-based West planning to fight a Deathlord for the rights to an ancient and powerful Manse, while the other group is bungling about in the Wood-aspected East, defending people from the corrupt upper-class who would exploit them for their labor. The first game is a high-action/adventure game with pirates, sea monsters, and the undead (sometimes all three at once), while the second game is a lower-key (but still fantastical) game about socioeconomic disparity and righting wrongs.

I'm loving them both!

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch 
   
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Battlefield Tourist




MN (Currently in WY)

Got to play the second episode of the PbtA game. This one was focused on "Gremlins on an airplane" and no one even said the fateful line. I was surprised.

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Regular Dakkanaut





Delta Green is one of our group's go-tos for fill in games and one shots. Someone can't make it to the game this week and we don't want to advance plot without them? Then some secret paranormal investigators get a phone call from their handlers and assigned to a creature-of-the-week scenario.

Some people have mentioned FATE. It's a system where characters are defined by player-created narrative traits. So for instance, Han Solo as a FATE PC might have traits like:

Gunslinging space smuggler
In too deep with the Hutts
Nobody understands me like my Wookiie


Players activate ("tag") their traits when dice-roll situations come up to represent a bonus (or penalty!) to the roll. The game is trying to create an ups-and-downs style of play where failing a critical task is supposed to create drama, conflict, or comedy, not just push a PC toward "losing". The downside of this system means that minor details of actions are incorporated into narrative description rather than being mechanically built into the game. So instead of having a series of dice rolls to determine your astrogation skill and your piloting modifier and your hyperdrive status level, you make just one space-pilot roll and describe how the hyperdrive goes whoop-whoop-whurr-kathunk when the dice go against you.

This message was edited 1 time. Last update was at 2021/08/23 15:59:01


 
   
Made in gb
Witch Hunter in the Shadows





 Octopoid wrote:
Does Exalted count? I'm running two every-other-week games of Exalted 2.75 (my own cobbled together mishmash of 2nd and 3rd Editions), and it's my absolute favorite game.
I've heard rumours (but no solid details) of a 3.5 Exalted looking to simplify some of the systems.

My local group ran a few games of it and found the combat could get very complex very quickly, and that even with a lot of pre-built generic NPCs it was a lot of work for GMs to fill out characters and items to get their charm/evocation mixtures and social intimacies up to scratch.

And of course the dubious mechanic of building initiative by repeatedly kicking the weakest fighters to fill your limit break bar. I'd be curious to know what you kept and changed for a 2.75 version?
   
Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

A.T. wrote:
 Octopoid wrote:
Does Exalted count? I'm running two every-other-week games of Exalted 2.75 (my own cobbled together mishmash of 2nd and 3rd Editions), and it's my absolute favorite game.
I'd be curious to know what you kept and changed for a 2.75 version?


Mostly, I kept Evocations for Artifact weapons and the free Excellencies. Just about everything else is 2nd ed. I never did care for the complexity of 3rd Ed. Good to hear they might be releasing a streamlined version!

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch 
   
Made in us
Norn Queen






What is the actual deal with all the old white wolf stuff these day? Didn't they get bought buy another studio? Turned Print on Demand?


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

 Lance845 wrote:
What is the actual deal with all the old white wolf stuff these day? Didn't they get bought buy another studio? Turned Print on Demand?


Paradox Interactive bought them in 2015 and absorbed the company in 2018.

I'm not sure what they're doing now. Paradox's interest was clearly in acquiring IPs but I don't know how committed they are to the TT space being a video game developer. A lot of White Wolf's staff got fired in 2018 for some stuff that got published* and Paradox assumed full control of the company. The company hasn't published anything in the past two years.

*it's actually pretty crazy. Just looked it up to remind myself and it involves gay death camps and rules for playing nazi vampires.

This message was edited 2 times. Last update was at 2021/08/23 21:14:59


   
Made in nz
Blood Angel Terminator with Lightning Claws






New Zealand

I had my session of True Detective vs the Mythos over Discord last Thursday. The PCs went in a direction I had no idea they would've which in hindsight was damned obvious (investigating the background of another detective who betrayed them and turned out to be a member of any enemy cult) So I had to improvise a lot, so they hit a bit of a brick wall which makes sense seen as though he's a member of a super-secret cult, but it would've been good to give them something. I hope my rapid improvisation wasn't too obvious. Also, it was fun RPing the angry Police boss.

Also, had a session of my Rogue Trader campaign on Saturday, also over Discord due to us being in lockdown now. We finally managed to finish a big ass combat we'd been fighting for like three sessions now. Most of the characters had their time to shine each killing a Widower monster thing each, one a sniper with his Long Las killed one in a single hit (47 damage which was the exact amount of damage he needed to do) Which was awesome. It'll be great when they get out of this huge void battle they're taking part in and start exploring the great unknown and pushing the plot onwards.

"The best way to lie is to tell the truth." Attelus Kaltos.
My story! Secret War
After his organisation is hired to hunt down an influential gang leader on the Hive world, Omnartus. Attelus Kaltos is embroiled deeper into the complex world of the Assassin. This is the job which will change him, for better or for worse. Forevermore. Chapter 1.

The Angaran Chronicles: Hamar Noir. After coming back from a dangerous mission which left his friend and partner, the werewolf: Emilia in a coma. Anargrin is sent on another mission: to hunt down a rogue vampire. A rogue vampire with no consistent modus operandi and who is exceedingly good at hiding its tracks. So much so even the veteran Anargrin is forced into desperate speculation. But worst of all: drive him into desperate measures. Measures which drives Anargrin to wonder; does the ends, justify the means?

 
   
 
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