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Post by Deleted on Dec 5, 2011 16:36:33 GMT -8
Hello douchejackers, I am currently planning 2 campaigns that are kind of giving me trouble.
Incoming long-ish post... tldr in the end.
The first one I have already started, but I am considering a system change, it is a Mech mini-campaign based on the Cthulhutech universe, for my more action-junky players. I have tried the Cthulhutech system before but, even though the setting is awesome, I found it lacking when it comes to mech combat, mostly because there are only a couple of skills essential for a pilot and the players ended up having the same stat's when it came to combat, also active defenses where too easy, and seeing huge iron giants dodging everything coming their way was silly. So I ended up using Savage Worlds with only minimal work required from me to design the stats of the mechs and enemies, and the players being interesting and unique in combat. Buuut, after the first session I don't think the SW system can quite capture the feel of fighting inside a giant killing machine, especially since the "I am invinsible!" feeling and the "I'm fucked..." one are only a single acing d10 away. Any ideas on what system would fit Mech combat best? Have you played on a similiar campaign?
The second one is a late medieval campaign, somewhat realistic and grim, semi-sandbox styl that the players will be playing dragons protecting/ruling (will depend on their actions) over a large inhabited island. I will most likely use the GURPS system for that one since it will not make the characters invincible powerhouses with mad stats, and they will think twice before they do something too reckless, a bunch of well placed arrows, a few musket shots or a mounted lance charge can bring everything down in GURPS. Has any of you played a dragon campaign or even a monster one? Any ideas on how to handle such a campaign, what to go for or avoid, or ways make the PCs more unique and interesting?
tldr: Mech game, looking for a suitable system. Gritty dragon game in GURPS, looking for advice on how to handle.
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Post by OFFS on Dec 5, 2011 20:34:11 GMT -8
For the mech game I would actually suggest Hero. If you get the Star Hero supplement it has rules and suggestions for mecha and whatnot, and you can make it feel basically however you want and you have absolute power to customize to your desires.
For the second one I would definitely go with GURPS and I would suggest asking either Stu or Mook for suggestions. I know that's who I would go to.
Just my 2 krupplenicks worth,
JiB
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Dec 8, 2011 13:47:27 GMT -8
First one: BESM 3rd Edition, Mekton-Z or GURPS Mecha.
I've tried to design a mecha once in HERO... it didn't end well. I got stuck at the missiles system. Looking for help on the web I found a mecha template.... five frikkin' pages long!! I dropped it instantly, just thinking about my npc's mechas.
BESM have a good mechanics for handling mecha simply and quickly. It's not too crunchy and very flexible. It's all about description and visual in this game... mechanic is simple and enough detailed that you can make what you want easily.
GURPS Mecha and Mekton-Z are good choices if you want details about your mecha, or if you prefers a "9.5 mm twin caseless gatling with IR/UV rangefinder" to just "autocannons".
Honorable Mention: Heavy Gear could be the ultimate mecha game but since it's a bit complicated to create a mecha in it (unless you have the first edition book... wink wink) I'll place it in fourth place. It also comes with an awesome setting about war on a planet called Terra Nova (yeah like the show).
Second one: Dragons are not too complicated to stats in GURPS and they are easily playable. Give them a size modifier, high ST, a large DR, some natural attack (breath), winged flight, claws and you are good to go! Then let your players have the joy of rolling 15d cutting claw attack on poor little knights. Poor little puny humans...
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Post by Deleted on Dec 9, 2011 4:11:05 GMT -8
I've just finished listen to the Accidental Survivors aand their interview with Chris Perrin, who wrote a game called Mecha. Sounds like he had some of the same issues as you when it came to Mecha game. It sounds a bit more freeform and maybe not crunchy, even less that SW. Might be worth a look? Be interest if it does fix your problem. There is a free version, cut down, on DTRPG. www.myheroicjourney.com/mecha/As for GURPS dragons check out GURPS dragons. Without getting the book, there is even a campain with dragons in charge. The only issue that come to mind is i think the templates start around 150 points.
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Post by mook on Dec 9, 2011 16:02:59 GMT -8
Excellent suggestions already given - I don't really have much more to add except to point out a useful "Size Modifier in combat" section of the GURPS FAQ: "Normally, the size modifier of your opponent is applied to your attack roll, whatever yours is. The problem is in some cases, it causes a big problem; for example, two ants (SM -10) have practically no chance of hitting each other unless they have Brawling-20+. To correct this, a new optional rule has been introduced:
When two opponents face each other in melee combat, apply the difference in size modifiers as a bonus to the smallest attacker and as a penalty to the biggest. However, the bonus to a small opponent is limited to +4; attacking a wall ten times as big as you is no easier than hitting a wall four times as big – your reach limits where you can hit.
...
And before you think that big SM is always bad in combat, consider:
- You can buy high ST (including Arm ST, Lifting ST and Striking ST) and HP at -10% discount per +1 SM, up to -80% (pp.B15-16).
- When you try Intimidation skill against a smaller-sized victim, you get +1 per the difference in SM (p.B202).
- Any weapon you're holding has longer Reach than usual (p.B402).
- When you try to grapple a smaller opponent, you always get +1 per the difference in SM (p.B402).
- When you try to pin a smaller opponent, you always get +3 per the difference in SM (p.B370).
- If you are larger than your foe by 2+ SM (or you are larger than your foe by 1+ SM and he is lying prone), you can attempt trampling, which can be avoided only by Dodging (p.B404).
- If your SM is 1 or more, Regular (friendly or hostile) spells cost (1+SM) times FP than usual to affect you (p.B239).
- If your SM is 1 or more, poisons take (2 to the SM-th power) times longer to affect you (p.B438).
- While larger size requires larger cover, you also gain the ability to shoot over larger obstacles. Also notice that crossing an SM-3 (relative to your SM) obstacle is easy.
- You get to use larger weapons (this is most relevant in DF, but bigger guns could be an advantage too)."
A couple of important take-aways there for dragon PCs ... A huge dragon is at a penalty (based on SM) when trying to smack a human-sized target (unless he's using an area of effect kind of thing, like flame breath) ... and a dragon with decent grappling skills can really man-handle itty bitty people once he does manage to hit them!
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Post by toasterwolf on Dec 9, 2011 18:53:34 GMT -8
Hi all, sorry if I get the format wrong, but first post in a while and first post here!
Love the show, love the forum topics! point me to the intro section and i'll post.
For a mecha book with fast rules, a good setting, I would look at the Remnants RPG. I downloaded it from DTRPG. And it looks interesting. Haven't played it yet. The crunch is a d6 with modifiers vs. difficulty, has a benny style reward system, and great fluff of a post apocalyptic world on the mend. It features humans in mech versus more organic abominations. My first thought of an analogy was the Invid and Cyclones in Robotech, but the bugs and the mechs in Cthulhutech would probably fit as well. Hope this helps!
Can't help you with dragons but campaign sounds cool.
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Post by Deleted on Dec 10, 2011 12:23:41 GMT -8
Thanks for your suggestions guys, I will check the systems for the mecha game. As for the Mecha system, I got the quick start and see how it works out, it looks quite unique and I like the non combat Cut-scene rules.
About the campaign, I am mostly asking for GMing tips, especially since it is different from the usual "adventurer-hero" style games and there will be much power in the hands of the PCs. As for the system, gurps is indeed ideal. I will definitely use that optional size rule, by the way.
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Post by jazzisblues on Dec 11, 2011 8:13:46 GMT -8
Good luck with the games, please let us know how they come out.
JiB
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