SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Paranormal investigator RPG

Started by Yeti Spaghetti, July 25, 2021, 05:59:43 PM

Previous topic - Next topic

Batjon

Quote from: palaeomerus on July 27, 2021, 05:11:01 PM
Yeah, put out by the same folks (The Tiny Dungeon publishers) who did Solar Blades & Cosmic Spells, and Sharp Swords & Sinister Spells isn't it? They do good stuff. Diogo something. The Old Skull guy.

Gallant Knight Games.  That is correct.

Yeti Spaghetti

#31
Quote from: Batjon on July 27, 2021, 04:16:42 PM
I talked to you about your Cryptworld game and one of my dreams as a gamer has been to play in an X-Files styled campaign.  I'd definitely stick with Cryptworld over GURPS.  I own GURPS 4e and it is quite a rules hog and not a good system imho.


Please feel free to click the join link in my signature below! I'd love to have you for this Friday. We're running the Chill 1e adventure Village of Twilight, updated for Cryptworld.

Batjon

Another RPG I forgot to mention is the now hard to find Supernatural RPG based on the tv series.  It uses the Cortex Classic system and works really well for this kind of game in the modern day.  https://www.youtube.com/watch?v=3iDDgmevMHc&ab_channel=GameGeeksRPG

Batjon

If you are into Gothic horror like me in the vein of the old Hammer Horror films then check out these 2 games:

Leagues of Gothic Horror https://www.drivethrurpg.com/product/177744/Leagues-of-Gothic-Horror

And Rippers for Savage Worlds.  Rippers has a very VanHelsing vibe, as In the Hugh Jackman movie.  https://www.drivethrurpg.com/product/167295/Rippers-Resurrected-Game-Masters-Handbook  https://www.drivethrurpg.com/product/167294/Rippers-Resurrected-Players-Guide

I've wanted to do a Leagues of Gothic Horror campaign for so long now in the spirit of the Hammer Horror films.

Batjon

Quote from: Yeti Spaghetti on July 27, 2021, 06:43:02 PM
Quote from: Batjon on July 27, 2021, 04:16:42 PM
I talked to you about your Cryptworld game and one of my dreams as a gamer has been to play in an X-Files styled campaign.  I'd definitely stick with Cryptworld over GURPS.  I own GURPS 4e and it is quite a rules hog and not a good system imho.


Please feel free to click the join link in my signature below! I'd love to have you for this Friday. We're running the Chill 1e adventure Village of Twilight, updated for Cryptworld.

Have you ever looked at Chill 3e? It is excellent.   PM me if you would like to discuss.

oggsmash

Quote from: Reckall on July 26, 2021, 08:15:25 AM
The problem with GURPS 3E (I never played 4E) is that some Advantages/Disadvantages/Powers didn't really scale well with the Tech Level. A powerful Necromancer in the Middle Ages could become a puny hopeful in a World of Uzis and barrel-mounted grenade launchers - and yet the point cost for his powers remained the same. True, this was not always the case, and the Necromancer could count on factors ranging from the fact that his powers were always with him (even on airplane, for example), to the element of surprise, to powers not tied to direct damage but to more elusive and encompassing effects ("Electrokinesis" could be devastating in a cyberware-heavy environment).

In practice, however, GURPS Magic scaled terribly bad for any TL over three/four. I always wanted to try GURPS Voodoo in a Cyberpunk setting, but I never had the opportunity.

Dunno how and if they tackled these problems in 4E. I heard great things about the "GURPS Thaumatology" line of supplements but I never checked them.

  Missile shield and the bullets are harmless, reverse missiles and all that sweet damage hits the shooter.   So I am not so sure the spell caster is as helpless around tech 7 gear as you may think.  I do not know if this existed in 3e though, as I am looking in the 4e magic book.