I've melted my brain trying to recall one, made quite a mess looking for one but for the life of me I can't think of a well-conceived, well-implemented system for building technology that still felt fun. Can anyone think of an 'inventing' system and give me a taste of how it worked?
I realized I just used a lot of poorly defined criteria up there, so let me try to explain the type of "inventing" system I have in mind. In this system, a player would be able to use their "mad science" in order to accomplish things outside of the traditional rules - the same role lots of systems fill with magic or powers.
I'm not looking for a point-buy sort of system where you simply decide if your "power" is derived from magic or technology (looking at BESM). I'm also not looking for a fast-n-loose system where you basically negotiate with the GM, reach a consensus on challenge and cost based on "how much your device affects game-play." Rather, I'm thinking of something a bit more crunchy, a bit more like, well, inventing something. I'd say I generally enjoy creating magic items in D&D, but any d20 attempts I've seen at tackling "tech" in the same way feels a bit ...well, just pasted right over magic item creation (I'm looking at Eberron and Iron Kingdom).
So how about it? Any suggestions? Any system, not just d20. I'll be the first to admit that I'm not very familiar with newer modern, sci-fi and super games so please fill me in.
Unrelated, but I'd also like to say I really enjoy what I've been reading on this forum so far. I'd be happy to introduce myself or whatnot if someone would kindly tell me the proper place to do that.
This (http://www.rpgnow.com/product_info.php?products_id=55315) might fit the bill.
Gurps has some pretty good rules for mad science. It revolves around a Science! skill check anddependinf upon how far you make it by, you can "invent" things of a tech level higher than yours.
I also remember two fisted tales had a pretty good one (in a pulp style). I can't remember it off the top of my head.
I've got a free system-less pdf available on my blog called Kellri's Weird Science that details a basic method for inventing (and possibly blowing up the lab with) all sorts of wacky gadgetry.
Mutants & Masterminds has a pretty good system for comic-book style mad, weird and super-science.
Oddly enough after playing plenty of Deadlands which has a Mad Scientist class I've come to the realization that I can't remember fore the life of me how it worked as not a single player in our group ever picked it. So from a GM point of view I just put in weird science as I felt like it. I've read the rules but never actually used them.
Thanks for the responses so far. Would anyone care to elaborate a bit on how the "mad science" system operates in Mutants & Masterminds or Deadlands? Of course, if you care to mention an altogether different system that you like more, I'm all ears.
True 20 has mechanics for vehicles, i think that you can build power armor from it--and it might work for other gear, but I imagine its all stripped down from M&M.
MSH has rules for building bases and vehicles--other gear are just limitations on superpowers. Although that is pretty useful it is also pretty close to "negotiate with GM"
For SF devices, Alternity had pretty good rules (although FX changes could allow one to mimic magic.)
Starsiege Event Horizon also has some rules for item design, I'm not sure how good they are, the small print and rather poor explanations (for me) left me a bit confused the first time I read it, and I tend to prefer simpler systems for such item.
HERO is also a good system for constructing powers inside items and vehicles, bases, what have you. It's actually a very very strong feature of the game to let you construct things for a setting. (I'm not a huge fan of the system since its complex, but it is GOOD at a few things, other games gloss over.)
Alas, I excavated my Dark Matter campaign book, but not the Alternity Gamemaster Guide. For some reason I don't remember a system for item creation, just long lists of equipment, cybernetics and a pretty flexible "alien artifact" section.
As for the True 20 mention: Are you referring to a supplement or the core book. While its true there is a "mecha" setting in the core book, there isn't an invention section I'm familiar with.
Kellri, your pdf was fun, lots of flavor. For some reason it strikes me as really suitable for a Supers game. Have you ever applied it to a system?
Thanks for suggestions thus far everyone.
This is one of those weird sites. It may or may not be of help.
http://www.seventhsanctum.com/index-equi.php
Regards,
David R
Quote from: David R;360281This is one of those weird sites. It may or may not be of help.
http://www.seventhsanctum.com/index-equi.php
Regards,
David R
You mean like cyborg porn?
That's a neat site though. I built a Baseball Gear Aerotripper
Quote from: winkingbishop;360282You mean like cyborg porn?
No, more like Amish Porn.
Regards,
David R
QuoteKellri, your pdf was fun, lots of flavor. For some reason it strikes me as really suitable for a Supers game. Have you ever applied it to a system?
I've not used it for much myself, but it's being used in an upcoming sword-and-planet rpg by another writer.
Quote from: winkingbishop;360279Alas, I excavated my Dark Matter campaign book, but not the Alternity Gamemaster Guide. For some reason I don't remember a system for item creation, just long lists of equipment, cybernetics and a pretty flexible "alien artifact" section.
As for the True 20 mention: Are you referring to a supplement or the core book. While its true there is a "mecha" setting in the core book, there isn't an invention section I'm familiar with.
Alternity Gamemaster Guide has the rules for artifact creation for those with alien artifacts--among others.
The book I'm referring to with True 20 is the
revised edition which includes the companion. It begins on p 190 (Equipment chapter, in the Space Adventures section) It talks about adding features up to build devices and has a somewhat simplistic point system. Sadly this chapter doesn't appear in the non revised version. I'm not sure if it came from the companion book, but may very well have.
In my experience its pretty much inevitable that item-making mechanics will be used by Munchkin players to create objects that break all game playability.
About 75% of these mechanics will additionally be mind-numbingly boring.
RPGPundit
Quote from: RPGPundit;360512In my experience its pretty much inevitable that item-making mechanics will be used by Munchkin players to create objects that break all game playability.
About 75% of these mechanics will additionally be mind-numbingly boring.
RPGPundit
I've had the same experience. Which is what inspired my search for Something Else in the first place.
Quote from: RPGPunditIn my experience its pretty much inevitable that item-making mechanics will be used by Munchkin players to create objects that break all game playability. About 75% of these mechanics will additionally be mind-numbingly boring.
So, a good subsystem design should be highly random, and prone to mishap and time-consuming R&D. Whatever happens should either be unexpectedly interesting or over quickly. The player inventor need only specify a general type of device within their field of knowledge (skill set). Building the initial prototype would require R&D time & money and may only result in a deadend or a lab accident or some other event. The device's starting size, form and requirements (fuel, equipment, personnel, etc.) could also be determined randomly, possibly entailing several re-inventions and fine-tuning before the thing would be practical - or even usable at all.
In other words, the real big world-busting inventions like a time machine or weather-control device will probably be built by NPC madmen, if at all. The PCs won't generally have the cash or the patience to mess about with inventing AND developing these big projects. When they invent something, it will probably be small, bizarre, faulty, single-use or all four; something like a sonic torch, holy-water grenade, ornithopter or x-ray glasses. Interesting but not game-breaking.
You know, I think you could be on to something there. I mean, obviously, it depends on which genre you're talking about.
RPGPundit
There is an invention system in the book Races of Ansalon by Margaret Weis Productions. It was designed with the Tinker Gnome race in mind, so it is a little involved. I do not have the book with me right now, so I can not give you any details, sorry.:(
I know I never read "Races of Ansalon", I was never much of a Dragonlance fan. But I saw Tinker Gnome rules somewhere, I think it must have been in the original Dragonlance sourcebook?
In any case, I don't think that they would exactly be ideal; they're too far to the other extreme of fucking useless items. I don't think that players would stand for it in the case of playing a supposedly serious and competent inventor.
RPGPundit
Quote from: RPGPundit;360755I know I never read "Races of Ansalon", I was never much of a Dragonlance fan. But I saw Tinker Gnome rules somewhere, I think it must have been in the original Dragonlance sourcebook?
In any case, I don't think that they would exactly be ideal; they're too far to the other extreme of fucking useless items. I don't think that players would stand for it in the case of playing a supposedly serious and competent inventor.
RPGPundit
The ruleset in
Race of Ansalon is better IMO, but it is still takes a while to make anything by the RAW.