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RPGMP3 - Dungeon ON! :: View topic - Looking for a system

 
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Looking for a system

 
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SimonLucid
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Joined: Dec 18, 2008
Posts: 154
Location: Oregon

PostPosted: Tue Mar 08, 2011 12:37 am    Post subject: Looking for a system Reply with quote

I've been developing my own world for a bit now without the issue of system getting in the way. I've got the point that I want to look at my options system-wise. I want something not too complex rules wise. I want the system of character creation to support anything from a merchant to a wizard. I want combat to flow and seem natural to the game. I've been thinking of creating my own system because nothing seems to fit. I've looked a savage worlds but I don't like the "magic" system in it. I've looked at Burning Wheel but my problem with that is the actual combat system confuses me a bit. No D&D, I've just played it too long and I am very tired of it system wise plus I ahve an intense hatred for alignment.

What are peoples suggestions?

I've failed to mention my world is fantasy.
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Hafwit
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Joined: Jul 22, 2006
Posts: 493
Location: Denmark

PostPosted: Tue Mar 08, 2011 6:36 am    Post subject: Reply with quote

BRP seems to come fairly intuitively to most people I've played with. The math is pretty straight-forward, and it's possible to make a wide range of characters.

Barbarians of Lemuria is simple, great fun and lets you make a character with an interesting background. It's also free: http://www.1km1kt.net/rpg/barbarians-of-lemuria

Then there's FATE. I'd suggest the simple tri-fold FATE, with the fantasy add-on.

Again free:

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4v1xSux57vyMjU4NmRmM2ItZGIwOS00ZTUyLWI0NmMtMjQ4MmEyNmFjYmIz&authkey=COW2_dYB&hl=en

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4v1xSux57vyYTA2NDRhODAtOGZiZS00MGEzLWE2MzQtNjA5YjQ3Mzk1YWQ4&authkey=CNXlgckD&hl=en
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Telemergion
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Joined: Jun 09, 2008
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PostPosted: Tue Mar 08, 2011 2:40 pm    Post subject: Reply with quote

There are two systems I like to go to when I want to be able to build anything and have it work out balance-wise between different characters, professions, and whatnot. These options might be less free than those suggested above, but I've never played those ones so I can't really comment.

Mutants and Masterminds: While it is designed for more of a superhero game, the core rules (d20, so most people are reasonably familiar with the basics and the unique elements aren't hard to pick up) it can easily be applied to just about anything you can come up with. I've used it to run fantasy adventures myself and they turned out great. The trick is to make sure you limit your players' options to just the stuff you want them to have. For instance: setting upper and lower limits for normal human ability stats and saves (which are briefly mentioned in the book). Then you simply allow players to add more exotic elements based on their concept. The one area in which it falls a little off the rails is loot and wealth. The Equipment points used to add relatively permanent gear to your character do not correlate with the wealth points well at all. Clever players may come to you asking if they can become a blacksmith who specializes in making 5-8 ft lengths of chain, and then start selling it to become one of the richest people in the nation. Don't let them do that.

The other system I like to use to just build anything is one I discovered thanks to this site. HeroQuest is an awesome and ludicrously simple system that lets you do anything. Literally. All you have to do is say "my character can do this" and they can. You definitely want to monitor character creation to make sure nobody puts in overpowered or inappropriate abilities, but other than that it's pretty simple. Check out the last... 2? I think the last 2 Delta Green sessions by the Wharties.
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undecided44
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Joined: Jun 05, 2009
Posts: 72
Location: Fairfax, VA

PostPosted: Tue Mar 08, 2011 11:12 pm    Post subject: Re: Looking for a system Reply with quote

SimonLucid wrote:

What are peoples suggestions?

I've failed to mention my world is fantasy.


I asked a similar question in the personal projects section of the forum. I also got a response suggesting burning wheel. but I ended up going with another suggested system: FUDGE. I did feel that I had to change the implementation of magic from the one suggested in the main game pdf, but I think magic in my game world may be quite different from your's. First of all, magic in my world is very uncommon, and quite unpredictable when it is found. Only those with a lot of training would try to call on magic in a situation where they had other options. In the FUDGE system, they would have a magic bolt skill at +2 or +3, and with a roll their result may be anywhere from +6 or +7 which would be exceptionally good, or -2 or -1 which would be poor or mediocre. In the game situation the character would either have blasted their target across the building and incapacitated them, or shot over the target's shoulder blasting a hole in the already weakened wall, with the implication that another shot like that may send the wall falling backward pulling down the roof.

In writing a campaign for this system I've found that some customization with the required traits and available gifts can provide just about as much flexibility as I need, but the break-up between traits and skills is great for creating characters with widely disperate roles (smith, fighter, healer, bureaucrat, etc.) No alignment needed, but you may choose to force faults on players in exchange for gifts (in my world, anyone who wants to study magic can take the gift "Attuned to magic: [element/specialty]" but they must also take a fault, generaly from a list of things I call "Slight of build," "Weak of heart," or "Poor fellowship;" essentially sacrificing strength, con, or charisma to gain access to 'controling' magic.

For my particular campaign, I'm trying to stear away from combat much of the time and get more interaction between the PC and NPC characters (more talky-talky, less hacky-slashy). YMMV, but I'm hoping the flexibility in the system will hold as I'm working through designing specific encounters, though I am a bit concerned about the potential swing of extreme rolls on 4dF.
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Isis
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Joined: Jan 06, 2006
Posts: 2128
Location: The misty hills of Yorkshire

PostPosted: Mon Oct 31, 2011 8:10 am    Post subject: Reply with quote

Exterminate! SPAM!
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