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Games you want to run.

Started by Piestrio, August 25, 2012, 07:37:24 PM

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Silverlion

Quote from: Just Another Snake Cult;5799331975 Empire of the Petal Throne: Someday, someday...

Star Wars Off the Leash: A SW game, ignoring all but the first three movies (Heck, maybe all but the first movie), done in the anything-goes 70's space-pulp style of the old Marvel SW comics. Sample ideas from my notebook: The 3rd Death Star, not a space station but built into the crust of an entire planet, with a beam that makes suns go nova. Vader's cyborg body auto-repairs and digs it way out of it's shallow grave on Endor, even more evil now that Anakin's soul has left it to move on. Fundamentalist Sith so evil that they have "Nightsabers" of ultra-cold blackness. The original Jedi knights, who wear plate armor, use "Light-" versions of all kinds of Medieval weapons and ride Space dragons, return from their centuries-long crusade against Dune-esque Space Muslims. I'm not that fanatic a SW fan, but it was a big part of my 70's-80's childhood imagi-scape and the idea just keeps calling out to me as I lie awake in the small hours. Also, I hate seeing SW ossify into just another body of untouchable geek canon and I want to get back to the crazy pop energy that it had for me when I first saw it. I'll probably use a simplified version of the West End system.  

I think this would be awesome for Mini-Six, except space-Muslims, I'd probably cook up a new Order, neither Sith nor Jedi.

QuoteSuper-Hero game: My last attempt was an epic disaster. I have no idea what I would use for a system. Writer's block siezes my brain every time I even think about doing it... but the itch just won't go away.



Anything we can do to help with this one?
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Jason Coplen

RQ6 - I want to see what the differences are between that and RQ3 (which I ran several successful campaigns with).

DCC - I want my DCC group to finally get back together so I can get more time in with the system. The little play we did have was really fun.

Dreaming Cities/Tri-stat - For a simple yet fun modern day game where I can throw the kitchen sink at my group.
Running: HarnMaster, and prepping for Werewolf 5.

Philotomy Jurament

#62
Quote from: Jason Coplen;580479RQ6 - I want to see what the differences are between that and RQ3 (which I ran several successful campaigns with).

Off the top of my head, some of the more obvious differences include:

  • No resistance table.
  • Not the same Strike Rank system.  (Uses an Initiative + one or more Combat Actions system, instead.  Somewhat more abstract.)
  • Instead of crits at 1/20 and specials at 1/5, you have a single higher success level: crits at 1/10.
  • Special combat maneuvers (e.g. disarm, choose location, etc.) are not declared in advance/prior to rolling; having a higher degree of success than your opponent allows you to choose from a menu of such options.  (So you roll well, first, then decide how to apply your success.)  
  • Combat skills are not as granular, and there aren't separate attack/parry skills.  Instead you have a combat styles that incorporate multiple weapons.  For example, Saxon Fyrdsman style might include spear, shield, and seax.  All have the same percentage and improve together as a single skill.
  • No Dodge skill.  Melee dodges are assumed to be part of parrying.  Get out of the way of something big dodges are covered with an evasion skill.
  • Consolidated/reconfigured skills list to work with the changes to combat and the elimination of the resistance table, et cetera.
  • Different magic systems, of course (par for the course for any BRP-variant game)
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

Jason Coplen

Quote from: Philotomy Jurament;580488Off the top of my head, some of the more obvious differences include:

  • No resistance table.
  • Not the same Strike Rank system.  (Uses an Initiative + one or more Combat Actions system, instead.  Somewhat more abstract.)
  • Instead of crits at 1/20 and specials at 1/5, you have a single higher success level: crits at 1/10.
  • Special combat maneuvers (e.g. disarm, choose location, etc.) are not declared in advance/prior to rolling; having a higher degree of success than your opponent allows you to choose from a menu of such options.  (So you roll well, first, then decide how to apply your success.)  
  • Combat skills are not as granular, and there aren't separate attack/parry skills.  Instead you have a combat styles that incorporate multiple weapons.  For example, Saxon Fyrdsman style might include spear, shield, and seax.  All have the same percentage and improve together as a single skill.
  • No Dodge skill.  Melee dodges are assumed to be part of parrying.  Get out of the way of something big dodges are covered with an evasion skill.
  • Consolidated/reconfigured skills list to work with the changes to combat and the elimination of the resistance table, et cetera.
  • Different magic systems, of course (par for the course for any BRP-variant game)

Thanks for the info.

I have to admit the combat styles sound neat.
Running: HarnMaster, and prepping for Werewolf 5.

Philotomy Jurament

Quote from: Jason Coplen;580564Thanks for the info.

I have to admit the combat styles sound neat.
I'm iffy on the combat styles, to tell you the truth.  But I do like the way the possibility of special effects are implemented based on the degree of success for your roll, rather than being declared in advance.  (It's actually a pretty old variant approach; SPQR used it, although the RQ6 version isn't exactly the same.)
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

The Butcher

Quote from: Philotomy Jurament;580566I'm iffy on the combat styles, to tell you the truth.  But I do like the way the possibility of special effects are implemented based on the degree of success for your roll, rather than being declared in advance.  (It's actually a pretty old variant approach; SPQR used it, although the RQ6 version isn't exactly the same.)

To be honest, the RQ6 core rulebook gives GMs a lot of leway on presenting and implementing Combat Styles, from a having a single Combat skill (for games in which combat is rare), to having a separate skill for each weapon or weapon category, to the typical 2 or 3 weapon styles introduced in MRQII.

I can't claim a lot of familiarity with old school RQ (I might pick up RQ3 one of these days), but I'm loving RQ6.

James Gillen

Quote from: The Butcher;580457Don't listen to Pundejo. This is awesome and I'd play it in a heartbeat.

You remember that one story arc with Han and Chewie in the comic where they had to perform a mission with a bunch of random characters including a "Don Kiho-tay" who wore plate armor, carried a lightsaber, and thought he was a Jedi Knight?

What was really funny was when West End made that a character template for the RPG.  :D

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

Just Another Snake Cult

Quote from: RPGPundit;580448I'm sorry, I don't mean to be cruel but.. those all sound like absolutely awful ideas.


RPGPundit

As I grow older, I find I actually prefer the Star Wars comics to the movies.

It's all about that 70's "ZAP!!!".
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RPGPundit

Well, to each their own.

RPGPundit
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GeekEclectic

I want to run a Smallville game that goes longer than a couple sessions. I'm not married to a particular concept, though a loosely(very loosely) Green Lantern-based setting might be neat.
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"Isnt that why RPGs companies are so woke in the first place?" - Godsmonkey
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vytzka

Tenra Bansho Zero. And I'm going to do so really soon now :D

Dirk Remmecke

A one-shot: Professor Layton and the Curse on the Orient Express.
(Which, despite appearances, will have no Cthulhoid elements.)



The system of choice is vs. Monsters.
Swords & Wizardry & Manga ... oh my.
(Beware. This is a Kickstarter link.)

RPGPundit

What the hell is that?!

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Ronin

Quote from: Just Another Snake Cult;579933Cold City/Hot War: Not normally a fan of indy/forgy/story/whatever stuff (Loath great chunks of it, in fact) but something this moody, very British little pair of games really grabbed me. Maybe use a different system... maybe just jump off the deep end and not.

I love the setting/fluff of this game. Hate the system. I ran it using Microlite20 in what ended up being an abortive play by post game. (Which was totally my fault. Life snuck up on me and said fuck you! Work sucker! You have no time for anything else! Your dooooomed!!!!!)
Vive la mort, vive la guerre, vive le sacré mercenaire

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