I've got this idea in my head that I'd really like to give a generic system a shot, so I can have a bit more freedom with creating a setting. I mostly just want something with an easy to manage "rules light" ruleset that is still tight enough to handle most situations that will come up during play. The other requirement is that it has to be available in dead tree format.
The two that I'm leaning towards right now are the D6 system (Adventure, Fantasy, Space) and Savage Worlds. From what I can gather, they seem to have a few similarities and I'm interested on hearing any opinions or comparisons you guys might have on either of them. I have some familiarity with the old Star Wars D6 system, but it looks like they've modified a few things since then. I've only taken a look at the Savage Worlds test drive, so that's all I have to go on for that one.
I'm thinking that one of those games might suit my needs, but I'm also interested in hearing about any other systems I may have overlooked that you guys think might fit the bill.
Just how light are we talking about, here? What do you mean when you say that?
I heart D6 until my head falls off. But what do you need?
It's all about your needs, baby.
Well, I'm looking to take a minimalist approach to crunch. I'd like there to be enough there to handle just about any situation, but not so detailed that it bogs down prep time. For instance, I stopped running D&D 3.X because I decided that it has too much rules bloat that complicates prep time for me. The two generic games that I mentioned (D6 and Savage Worlds) seem to have about the right balance of crunch. I'm not looking for something SO light that it barely has any rules. I still want some crunch, I just don't want to be weighed down by it to the point that it becomes tedious.
I found that d6 gives quite "cinematic" results - one guy's punch may kill someone, while another guy cops a burst from a machinegun and is unhurt. It's the "wild die."
You may love a cinematic game, or hate it - if you love it, go for d6.
It's easier for us to recommend a game if you specify what you want - cinematic or realistic, based on numbers or based on descriptions, etc.
KillingMachine*, as a long, LONG-time fan of WEG's Star Wars D6 game, I am here to tell you that the new D6 rules are an improvement in almost every way. I say "almost" because the starship stuff in the core Space book is a little 'meh' and the new initiative rules are kind of tricky to figure if, umn, you are me. However, the rest of it is ice cream and soft drinks, man.
*In my head, I'm pronouncing your name "KEE-leeng mah-TCHEEN". And there's a burro with ball-fringe and a guy with a machete and some tacos. :haw:
Ah, I see. I'm not too concerned with realism. I guess that I'm shooting more for the cinematic approach.
Quote from: Dr Rotwang!KillingMachine*, as a long, LONG-time fan of WEG's Star Wars D6 game, I am here to tell you that the new D6 rules are an improvement in almost every way. I say "almost" because the starship stuff in the core Space book is a little 'meh' and the new initiative rules are kind of tricky to figure if, umn, you are me. However, the rest of it is ice cream and soft drinks, man.
*In my head, I'm pronouncing your name "KEE-leeng mah-TCHEEN". And there's a burro with ball-fringe and a guy with a machete and some tacos. :haw:
That sounds pretty cool. Would it be very difficult to mix and match something say, from Fantasy with Space? That's one thing I haven't heard much about. You know, just in case I'd want to make some type of crazy mish-mash with space dragons or something.
Hmm. I dunno if I'd want to mix machetes and tacos. Thats just asking for trouble. :D
Savage Worlds is interesting if wonky. It is IMO to rpgs what Fluxx is to card games. The meta aspect of play, with the cards and dice types and bennies, is a game in itself. It's fun to play because it is a game. When it doesn't make sense in any context you can think of, just ask yourself if you're having fun or not.
Savage Worlds is an absolute breeze to GM.
I have little to no bookkeeping. I can whip up an NPC in my head in under 5 seconds and never have to commit it to paper unless it's going to be a recurring NPC. This is not an exageration. Granted, I am very familiar with the sytem, but that familiarity was easilly gained.
You can easily throw Sci Fi and Fantasy together. The fan support is phenomenal, and the community on the forums at http://www.peginc.com is very helpful and friendly.
It works as easily for small barroom brawls as it does for around 50 combatants at once. If your party were to go totally outside of your gameplan and run smack into a platoon of enemy soldiers, you'd have no problem winging the stats for the whole platoon.
The book itself is a dry read, and a lot of the rules seem wonky as hell on paper, but play smooth as silk in practice. It's one of those "you have to play it" kind of games. Can't recommend it enough.
Since you were previoiusly running D&D, the transition will be fairly easy, as they share a very similar structure.
Quote from: KillingMachineAh, I see. I'm not too concerned with realism. I guess that I'm shooting more for the cinematic approach.
From the FREE (or mostly free) category you might want to Google for:
BBURPS
ERP
FUDGE
HARPE
PLAINLABEL
PLUS
RISUS
QAGS
From the OGL category:
Action! SCR (http://www.rpg.net/reviews/archive/9/9300.phtml)
Live System (http://www.rpg.net/reviews/archive/10/10277.phtml)
Other:
genreDiversion (http://www.rpg.net/reviews/archive/10/10448.phtml)
EarthAD (http://www.rpg.net/reviews/archive/10/10038.phtml) (PA setting for the above.)
Cinema 2-10
Monkey, Ninja, Pirate, Robot (http://www.rpg.net/reviews/archive/10/10610.phtml) (My review may sound a bit hyper-critical but I remember this as being d@mned fun to read!)
Pulp-Fu (http://www.rpg.net/reviews/archive/10/10801.phtml)
Why would you google when John Kim has done the work for you?
See his list of free "rules-lite" rpgs here (http://www.darkshire.net/~jhkim/rpg/freerpgs/bykeyword/rules-lite.html).
Quote from: JimBobOzWhy would you google when John Kim has done the work for you?
See his list of free "rules-lite" rpgs here (http://www.darkshire.net/~jhkim/rpg/freerpgs/bykeyword/rules-lite.html).
Sure, JimBobOz, he could use that link. I could even have suggested that link (if I'd thought of it at the time) but Googling turns up some amazingly interesting things you just wont find otherwise.
Unless you're at work. :rolleyes:
I really don't like either of the games you mentioned, but I certainly won't be one of these guys who tries to convince you to try something else that you really don't want.
I do agree with what others have said though, that it'd be really good if you mentioned more about what you're looking for; what type of campaign you want to run, what you consider "light", what you'd find important in a game. Especially if you're hoping to get recommendations for games other than the two you mentioned.
RPGPundit
Quote from: KillingMachineThat sounds pretty cool. Would it be very difficult to mix and match something say, from Fantasy with Space? That's one thing I haven't heard much about. You know, just in case I'd want to make some type of crazy mish-mash with space dragons or something.
Hmm. I dunno if I'd want to mix machetes and tacos. Thats just asking for trouble. :D
I recommend either
GURPS LITE - OR-
SAVAGE WORLDSThere are at least 5 settings books for
SAVAGE WORLDS out there in game stores - but with just the core rulebook you should have enough to do what you want.
GURPS has an option of "cinematic" play inherent in many of its regular books.
- Ed C.
My knowledge of d6 is to blurred to be of any value, but Savage Worlds might be worth a try for your purposes.
What I like about it are especially two points:
- Minimal bookkeeping during combat: Most NPCs are Extras - mooks who are either OK, Shaken (momentarily stunned and unable to attack; can be shown by laying low the mini or placing a token on its field) or out of combat (hit with a raise on damage roll or hit while Shaken). Ammo is handled abstract too, so that for the majority of the enemies you have nothing to bookkeep (excebt writing up the stat blocks).
Only Wildcards (PCs and major NPCs) get a more differentiated bookkeeping, which is limited to ammo, a short wound track and bennies (gum points for re-rolling).
- Player-lead armies: With the easy handling of Extras, hordes of allied Extras are easy to manage and allow still fast combats. SW encourages this and lets the players control their allies. This makes for really big combats where hordes of minis are clashing into each other.
However, there are also weakpoints.
First, "Fast!" and "Furious!" are more than exaggerated if you already know really fast systems as Risus or Wushu. It surely runs way faster than D&D, but is still on the crunchier side of systems (somewhere on the line between CP2020 without crunchbooks and Feng Shui).
Moreover, you'll need some time to compile the system for your setting. Some Skills and Edges (feats) need to be thrown away, some need to be added, and if there's anything supernatural you also have to think about appropriate Arcane Backgrounds, Powers and trappings for them. It's not like you can brainstorm and start 5 minutes later with only consulting the book.
The most unnerving aspect are the sidebar playing advices from the zombie-clown Smilin' Jack. There is enough pseudo-joviality, pseudo-coolness and outright bad prose that it will make your eyes bleeding. (However, at least the GM advice section is something usable - no Golden Rule, no appeal to fudge behind the GMs screen, no appeal to fuck your PCs if they get "too powerful", none of this Swine nonsense.)
And finally, the test-drive rules suck, with a capital S. They don't show you clearly what are the thoughts behind some of the more unusual mechanics, they didn't put any effort into showing and highlighting the cool points in the system, and the starting adventure is so unimaginative and stupid that I could come up with something better in 5 minutes while suffering mega headache. All they do is to throw in there raw rules and hope someone will like it.
If you like SW it will be _despite_ the test-drive, not _because_ of.
I'll toss in another vote for Savage Worlds. It's a very slick game.
All the rules you need are in one single hardcover (unlike D6, which has separate books for each genre).
The rules are easy to learn and easy to use.
One of the best parts of the game is how easy it is to stat up NPCs and opponents.
Although brief, the rules can be a bit of a dry read, and the beauty of the system doesn't always come through from just reading the book. This is a game that definitely needs to be played.
It would have been cool if the author put sidebars in explaining the reasoning for certain rules. A few seem a bit odd at first, but with a closer look, especially during play, you come to realize how brilliant they really are.
Quote from: KillingMachineThat sounds pretty cool. Would it be very difficult to mix and match something say, from Fantasy with Space?
Not if
I do it all the time...
QuoteHmm. I dunno if I'd want to mix machetes and tacos. Thats just asking for trouble. :D
Yeah, if you don't hold the tacos right.
Quote from: GoOrangeAll the rules you need are in one single hardcover (unlike D6, which has separate books for each genre).
That is kind of a hassle, but frankly, having
Adventure isn't very different from having
Fantasy. I have
Space and
Adventure, and haven't really needed
Fantasy very much -- even though I'm
running it.
Thanks a lot for all of the responses, guys. I guess I'll try to break this down and reply to some of the comments.
Quote from: RooksGambitSince you were previoiusly running D&D, the transition will be fairly easy, as they share a very similar structure.
This worries me somewhat. :raise:
How exactly is it similar to 3.X D&D? I found that ruleset to be unusuitable for me. Too many fiddly bits to keep track of.
Quote from: RPGPunditI do agree with what others have said though, that it'd be really good if you mentioned more about what you're looking for; what type of campaign you want to run, what you consider "light", what you'd find important in a game. Especially if you're hoping to get recommendations for games other than the two you mentioned.
Okay, I'll see if I can provide some answers for the questions you raised.
Q: What type of campaign are you trying to run?
A: I really don't have anything particular in mind, but the main reason I'm looking into a generic game is in the hope that it would be able to handle just about anything. If I feel like doing typical sci-fi or fantasy, I want it to do it, if I feel like having a campaign about MacGuyver vs the Smurf village, I'd like it to be able to handle that too.
Q: What do you consider "light"?
A: Examples of games that I consider light are Rules Encyclopedia D&D, Star Frontiers, D6 Star Wars. Stuff like that.
Q:What you'd find important in a game?
A: An easy to manage system without a lot of number crunching or adjustments that need applying. I'd like character generation to be a quick and painless process that doesn't require a bunch of pre-meditation; and statting out NPCs should be even faster. It would also be a bonus if the rules can be easily explained on the fly (or with a small handout) to a new player. It's also important that the game is available as a printed book. I'm just not into PDFs for rulebooks.
I have a pretty bad taste in my mouth from D&D 3.X, so its actually fairly important to me now that a game isn't d20, either. I'm not TOTALLY against everything d20, but I do consider it a strong mark against my interest in it.
Quote from: KoltarI recommend either GURPS LITE
- OR-
SAVAGE WORLDS
There are at least 5 settings books for SAVAGE WORLDS out there in game stores - but with just the core rulebook you should have enough to do what you want.
GURPS has an option of "cinematic" play inherent in many of its regular books.
I wasn't aware that there was a lite version of GURPS. I might have to look in to that some more. I kinda got the impression that standard GURPS probably had more crunch than I'm looking for as a GM, but I wouldn't mind being a player sometime. :)
Quote from: SkyrockAnd finally, the test-drive rules suck, with a capital S. They don't show you clearly what are the thoughts behind some of the more unusual mechanics, they didn't put any effort into showing and highlighting the cool points in the system, and the starting adventure is so unimaginative and stupid that I could come up with something better in 5 minutes while suffering mega headache. All they do is to throw in there raw rules and hope someone will like it.
If you like SW it will be _despite_ the test-drive, not _because_ of.
I didn't think the test drive was all that bad. I could have done without the starting adventure though. At any rate, it was better than nothing and it didn't make me run away screaming.
Quote from: KillingMachineMacGuyver vs the Smurf village,
You want Over the Edge. Discussion over. :D
RPGPundit
Actually, Over the Edge is a rather interesting system even taken out of its Al'Amarja context. I'd rather make its traits a bit more fine-grained than play Fudge or Fate...
Quote from: Dr Rotwang!I heart D6 until my head falls off. But what do you need?
It's all about your needs, baby.
Put me down as another vote for D6.
It is very light, can handle just about anything and it's really easy to learn and go.
Very Cinematic as well
Have you tried Exalted?
Seriously, though, my vote would be for either Over the Edge or Risus, though by the standards you described they both seem a little too "lite".
!i!
Quote from: Ian AbsentiaSeriously, though, my vote would be for either Over the Edge or Risus, though by the standards you described they both seem a little too "lite".
!i!
I don't know too much about Over the Edge but I would agree that by the standards he gave Risus is way too light.
Risus is something I would use for a pickup game, not something I would use for a game that would last for awhile (YMMV)
Not sure this is precisely what you are looking for but it might be close. Iridium Lite has been accused of being more of a "medium" than a "lite" game but at 6 pages it is easy to determine if it meets your needs.
Iridium Lite (http://www.hinterwelt.com/Iridium/Iridium%20Lite.pdf)
Bill
Quote from: KillingMachineThis worries me somewhat. :raise:
How exactly is it similar to 3.X D&D? I found that ruleset to be unusuitable for me. Too many fiddly bits to keep track of.
Let me clarify. It's
similar in structure, but still considerably less fiddly.
There are your core stats: Agility, Smarts, Spirit, Strength and Vigor. These correlate rather closely to the core Abilities of D&D.
There are Skills and there are Edges (Feats, if you will), though in both categories they are broader and easier to impliment.
Stats and Skills (Collectively Traits) are only a frame, and the characters are better defined through their Edges, of which they get one every advancement.
It's just a familiar framework to someone who's played D&D, though not near as "fiddly".
SW is actually my choice for running cool D&D settings (such as Iron Kingdoms), and Pinnacles proprietary settings.
Lately I've been privately enthusing over the simple crunchiness of games like Talislanta 2e and Wasteworld. Essentially these are a simple resolution system that only gets "dirtied up" by the variety of player options available in terms of skills, special abilities, spells, equipment, etc. So I'd consider maybe the Omni system, which has its lineage in Talislanta, even though I haven't played it myself. Or maybe one of the OGL-based lite games like Levi's Perfect20? Just a thought.
Quote from: HinterWeltNot sure this is precisely what you are looking for but it might be close. Iridium Lite has been accused of being more of a "medium" than a "lite" game but at 6 pages it is easy to determine if it meets your needs.
Iridium Lite (http://www.hinterwelt.com/Iridium/Iridium%20Lite.pdf)
The Iridium system is great for classic fantasy and sci-fi but I'm not sure it really does the whole nuevo lite cinematic thing well, assuming that's what the OP was looking for. Of course I suppose that depends on the person using it, eh?
And, like the man said, it's only 6 pages. :D
Quote from: Ian AbsentiaHave you tried Exalted?
Seriously, though, my vote would be for either Over the Edge or Risus, though by the standards you described they both seem a little too "lite".
!i!
Ian, you're a bad puppy for that joke.
Yeah, but I was not the first one to think it, was I?
!i!
Quote from: HinterWeltNot sure this is precisely what you are looking for but it might be close. Iridium Lite has been accused of being more of a "medium" than a "lite" game but at 6 pages it is easy to determine if it meets your needs.
Iridium Lite (http://www.hinterwelt.com/Iridium/Iridium%20Lite.pdf)
Bill
Ok, this is the second time I have seen Bill talk about this.
I now have to find out what Iridium is all about.
I am off to download it.
Quote from: Dr Rotwang!I am here to tell you that the new D6 rules are an improvement in almost every way. I say "almost" because the starship stuff in the core Space book is a little 'meh' and the new initiative rules are kind of tricky to figure if, umn, you are me.
Would you (or anyone) happen to know if the "D6 Space Ships" supplement does a good job of filling in the gaps in the core book?
Quote from: Blue DevilOk, this is the second time I have seen Bill talk about this.
I now have to find out what Iridium is all about.
I am off to download it.
Thank you for telling us.
Quote from: Kester PelagiusThe Iridium system is great for classic fantasy and sci-fi but I'm not sure it really does the whole nuevo lite cinematic thing well, assuming that's what the OP was looking for. Of course I suppose that depends on the person using it, eh?
And, like the man said, it's only 6 pages. :D
From what I have seen it looks like it could do it without any problems.
Another great system for system lite is Unisystem which has a cinematic version. It's really a great system.
Quote from: KillingMachineWould you (or anyone) happen to know if the "D6 Space Ships" supplement does a good job of filling in the gaps in the core book?
What gaps do you feel the D6 Space Core book has?
I am curious. However I will tell you from talking to a gamer friend of mine who has D6 Space Ships he thinks it's a great supplement, So I would suggest picking it up.
Quote from: Kester PelagiusThe Iridium system is great for classic fantasy and sci-fi but I'm not sure it really does the whole nuevo lite cinematic thing well, assuming that's what the OP was looking for. Of course I suppose that depends on the person using it, eh?
And, like the man said, it's only 6 pages. :D
Oops, I missed that part. Yeah, I have to say, IL is not very cinematic assuming I have a firm grasp on that term. Essentially, IL has a bit too much lethality for it to be overly cinematic. Although, it does have Karma points which are meant to be used like drama or plot points, i.e. a means for players to affect plot outside the flow of the game. Also, you have Fatigue which covers a spell point aspect as well as allowing the forcing of spell effects/rerolls for activation.
Still, It meets a lot of the other criteria well. I think he could make the transition from D20 to IL without too much trouble.
Bill
Quote from: HinterWeltOops, I missed that part. Yeah, I have to say, IL is not very cinematic assuming I have a firm grasp on that term. Essentially, IL has a bit too much lethality for it to be overly cinematic. Although, it does have Karma points which are meant to be used like drama or plot points, i.e. a means for players to affect plot outside the flow of the game. Also, you have Fatigue which covers a spell point aspect as well as allowing the forcing of spell effects/rerolls for activation.
Still, It meets a lot of the other criteria well. I think he could make the transition from D20 to IL without too much trouble.
Bill
What minor change would you suggest to lessen the lethality? Is that even possible?
Based on what you said, you might be interested in EABA by BTRC (http://www.btrc.net). There is a lite version available for free download if you'd like to take a look at the mechanics to see if they're for you.
Normally, I consider EABA a bit crunchier than a true "lite" game, but your criteria tend to be a bit crunchier as well...so it might be a good fit. EABA is low-end cinematic in flavor, and uses a type of dicepool system. Your have a dicepool based on attribute and skill, which can be reduced based on difficulty or outside factors. You roll and take the highest 3 dice.
Pretty simple in play, but the game includes a lot of advanced options if you find yourself wanting to enhance it. The spell or power system is fairly involved, but incredibly flexible. That's probably the single crunchiest aspect of the system.
Quote from: James J SkachWhat minor change would you suggest to lessen the lethality? Is that even possible?
Most definitely. In Iridium Standard I have the optional rule of using Base Fortitude instead of distributing the Base Fortitude to all areas then dropping Targeting and areas. Depending on how cinematic you wish to go you could double or triple the Base Fortitude. This would result in a character able to take more hits.
A second way would be to allow bonuses to Defense (the target number to hit a target on a d20) based on class, say, +5 for Fighter types, +4 for Thieves, + 3 for Performers and +2 for Intellectuals. This would result in more misses.
Finally, if you would rather, you can use the Karma and Fatigue mechanic to allow the players to avoid deadly situations, do physics defying wire work and the like.
Those are the ones off the top of my head.
Thanks,
Bill
Quote from: Blue DevilWhat gaps do you feel the D6 Space Core book has?
I am curious. However I will tell you from talking to a gamer friend of mine who has D6 Space Ships he thinks it's a great supplement, So I would suggest picking it up.
Oh, I wasn't speaking about
me feeling that it has gaps, because I haven't read it. I was asking Doc, since he mentioned that he felt that the starship stuff in the corebook was "meh". I was just curious if the Space Ships supplement sufficiently handles any shortcomings that the core book might have in that department.
The Pundit and Sosthenes speak much truth. OtE may be the way to go. I'm currently running a campaign using the system (actually if I'm not mistaken that was the Pundit's choice when I was cruising for a system ;) ) but not the setting...but Savage Worlds is also a cool choice, since I just recently concluded a short term campaign with it, I can honestly say it's pretty cinematic IMO and all that.
Regards,
David R
SilCore is fairly rules light, and it does have options for making things cinematic. I've actually run Tribe 8 games without referencing the rulebook at all, it's that easy to remember. The SilCore system, however, might be considered more universal than generic - there are no rules for magic, psionics, superpowers, etc.
Quote from: Blue DevilFrom what I have seen it looks like it could do it without any problems.
Another great system for system lite is Unisystem which has a cinematic version. It's really a great system.
It must be because my nose is buried in the Nebuleon material it never occured to me to recommend Iridium Lite. For some reason when I think of it I keep thinking about space opera stuff. Which isn't necessarily a bad thing. :D
Quote from: HinterWeltOops, I missed that part. Yeah, I have to say, IL is not very cinematic assuming I have a firm grasp on that term. Essentially, IL has a bit too much lethality for it to be overly cinematic. Although, it does have Karma points which are meant to be used like drama or plot points, i.e. a means for players to affect plot outside the flow of the game. Also, you have Fatigue which covers a spell point aspect as well as allowing the forcing of spell effects/rerolls for activation.
Still, It meets a lot of the other criteria well. I think he could make the transition from D20 to IL without too much trouble.
Karma points are good but, and I don't want to suggest Iridium is crunchy, it's not, but when I think of "lite" systems I don't generally think of systems that have formulae for determining sub-stats. Which, IIRC, Iridium (or at least Nebuleon) does. But, you're right, it does meet most of the OP basic criteria, and it's only 6 pages. Gotta love that!
So, my bad, try Iridium.
Quote from: Kester PelagiusKarma points are good but, and I don't want to suggest Iridium is crunchy, it's not, but when I think of "lite" systems I don't generally think of systems that have formulae for determining sub-stats. Which, IIRC, Iridium (or at least Nebuleon) does. But, you're right, it does meet most of the OP basic criteria, and it's only 6 pages. Gotta love that!
So, my bad, try Iridium.
Just to be clear, I would not recommend Iridium Standard. It is too crunchy to be called lite. I would argue that Iridium Lite is on the heavy side of the Lite definition but enough people have said it is not lite that I will defer to them.
So, look over Iridium Lite. Only six pages. Free download. It runs squirrels and supers so far and I have a pretty good fit for eighth century French knights soon. ;)
Bill
Quote from: HinterWeltSo, look over Iridium Lite. Only six pages. Free download. It runs squirrels and supers so far and I have a pretty good fit for eighth century French knights soon. ;)
what what what?
It's for my birthday, isn't it...you sly dog. And I didn't get you anything...
8th century? Then that's frankish, not french... ;)
Quote from: Sosthenes8th century? Then that's frankish, not french... ;)
Sigh..yes. Technically, Legends of Charlemagne so a lot more fictional too.
Bill
Quote from: KillingMachineThe two that I'm leaning towards right now are the D6 system (Adventure, Fantasy, Space) and Savage Worlds. From what I can gather, they seem to have a few similarities and I'm interested on hearing any opinions or comparisons you guys might have on either of them. I have some familiarity with the old Star Wars D6 system, but it looks like they've modified a few things since then. I've only taken a look at the Savage Worlds test drive, so that's all I have to go on for that one.
I like Savage Worlds because it's slick and reasonably lightweight, and yet still has some pretty robust rules. But I find it's a bit
too cinematic for my tastes. A pretty good game system for someone switching from D&D though... they're two very different systems, but Savage Worlds can handle much of the heroic, legendary style of game that D&D does (and it is sooooo much faster).
As for d6, I'm still undecided. I loved Star Wars, but I'm not sure how well d6 would play as a fantasy game. It's definitely cinematic, but nowhere near as much as Savage Worlds. And it can probably be tweaked a little bit more than Savage Worlds.
Another couple of games I'd throw into the mix include Spirit of the Century and Unisystem (which can be found in Witchcraft, which is freeeeee).
http://wiki.greywulf.net/cgi-bin/wiki.pl/Macropedia?action=browse;oldid=HomePage;id=Microlite20
Tastes great, less filling.
Quote from: KillingMachineWould you (or anyone) happen to know if the "D6 Space Ships" supplement does a good job of filling in the gaps in the core book?
Yes I do and yes it does.
First ship I built with it was a sleek, sexy, cherry-red space-Corvette. Satisfying system.
Quote from: Sigmund(link to Microlite 20)
Tastes great, less filling.
Whoop! Seconded.
Quote from: KillingMachineOh, I wasn't speaking about me feeling that it has gaps, because I haven't read it. I was asking Doc, since he mentioned that he felt that the starship stuff in the corebook was "meh". I was just curious if the Space Ships supplement sufficiently handles any shortcomings that the core book might have in that department.
Oh Ok, I wasn't clear on that.
I actually think the starship construction rules in the core book are excellent.
Quote from: Kester PelagiusIt must be because my nose is buried in the Nebuleon material it never occured to me to recommend Iridium Lite. For some reason when I think of it I keep thinking about space opera stuff. Which isn't necessarily a bad thing. :D
Yeah for me either Iridium Lite or D6 can do space opera stuff pretty well.
I just got Iridium Lite and it looks like good stuff. If I think it's something I can use I will get the full version.
Personally, I liked Mayfair's version of DC Heroes (or the Batman RPG). It had just enough rules to cover most everything with a ready roll for it. Using the stats provided for many things in the DC Universe it was well defined. Easier still would be the Marvel FASERIP system that came out about the same time as Star Frontiers. Personally, I find WoD pretty easy to run too; but, this is because I've had a lot of practice. Superhero games do have to cover a lot of situations, so you might be best served in that vein, perhaps. ;)