daniel
Journeyman Douchebag
Posts: 217
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Post by daniel on Jul 15, 2013 10:21:07 GMT -8
So i am looking for a better system that has the same feeling then the mentioned game. See i really love the idea of both Mage games bit i want to kill baby Jesus each time i have to deal with WoD mechanically.
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Post by The Northman on Jul 15, 2013 15:04:56 GMT -8
In what way does WoD bug you? Most people here who've played it at any length seem to enjoy the system, myself included. Knowing which part(s) of the mechanics bother you would help with any advice.
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
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Post by HyveMynd on Jul 15, 2013 22:47:39 GMT -8
SAVAGE WORLDS! 'Cause that's the answer to every "what system should I use" question, right? Seriously though, I'm going to echo The Northman. What is it about Mage that makes you want to kill the baby Jesus?
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daniel
Journeyman Douchebag
Posts: 217
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Post by daniel on Jul 16, 2013 6:54:17 GMT -8
Its mostly how the dice pool system of WoD tends to work out, i dislike the super wobbly unaccountable nature of it. I am not a huge fan of the actual core system of the game honestly i like the bit that regards magic, but it just feels like i am trying to build a card house with boxing gloves each time i get to making a caracter actually mechanically. The two options i have been considering is Fate or Gurps.. but i am not shore how to go about it i dont have years of experience in either system. I was hoping somebody might have a magic pdf link Savage Mage the Awakening: Not so much, in some ways Savage Worlds would be super bad.. considering the way it dos or dos not do magic
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Post by ironnikki on Jul 16, 2013 7:13:15 GMT -8
I really like the dice pool mechanic of WoD, but I can see how it's not for everyone. If the setting is the bit that you like, then just extract the setting from Mage and inject it into another system. Preserving the magic mechanics while eliminating the core mechanics will be a bit trickier, though.
If you want more predictable rolls, GURPS and Fate seem to do that well. I would not recommend Savage Worlds, as it's just as swingy, if not more so, than WoD. In GURPS, I might consider establishing each Arcana as a separate skill, and have them roll against that when they're casting a relevant spell. For Fate, maybe have them cast from the same skill, but have them take a stunt that gives a bonus to casting from their chosen schools. I'm not particularly skilled in either system either, but that's a place to start.
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
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Post by sbloyd on Jul 22, 2013 10:55:36 GMT -8
Don't forget there was a GURPS Mage sourcebook. I believe some of the magick system was ported into GURPS... Thaumaturgy, I think.
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Post by Arcona on Jul 23, 2013 7:02:33 GMT -8
I have to say I am impressed.
I always thought the Storyteller system by far the simplest and easiest I have used. Between d100, d20, GURPs etc and ST system the latter was always king (and queen, and bishop and knight and tower at the same time!). Both for combat and actual character development and even social interaction its simple system (even more simple in a way in nWoD where you cut out the defensive rolls) always worked for me.
Not sure if any other system can capture the freeform way the spheres work along with arete and gathering successes for longer or more complex effects so I cant really help...
Maybe d100 system could work for you... Dark Heresy and Taint have a semblance of mechanics for Paradox while psychic abilities could be warped into spheres...
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
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Post by D.T. Pints on Jul 23, 2013 7:27:37 GMT -8
I have to say I am impressed. I always thought the Storyteller system by far the simplest and easiest I have used. Between d100, d20, GURPs etc and ST system the latter was always king (and queen, and bishop and knight and tower at the same time!). Both for combat and actual character development and even social interaction its simple system (even more simple in a way in nWoD where you cut out the defensive rolls) always worked for me. Not sure if any other system can capture the freeform way the spheres work along with arete and gathering successes for longer or more complex effects so I cant really help... Maybe d100 system could work for you... Dark Heresy and Taint have a semblance of mechanics for Paradox while psychic abilities could be warped into spheres... Agreed. After playing muntjacks oWoD Blood is Thinner Than Water game I was reminded how quick and easy the system is to pick up. And amongst the games I have played recently it really did the best job of sitting in the background and let the really weird, creepy story to be the dominant component in the game. Also second the psychic abilities of Dark Heresy our resident psyker Mual Deed only rolled a 9 once during the entire game but it was enough to give the PCs a slight indication of the potential price of trying to manipulate unpredictable powers.
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Post by ericfromnj on Jul 24, 2013 11:29:00 GMT -8
Didn't GURPS actually have a Mage:The Something book out at one point? Would that be what you are looking for or was it a steaming pile of crap?
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
Favorite Species of Monkey: Goddamnit, Curious George is a CHIMP not a monkey! Stop teaching my daughter improper classification!
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Post by sbloyd on Jul 24, 2013 12:36:01 GMT -8
Yup, there was a Mage: the Ascension GURPS book. It's easy to find a (damaged) PDF of it wih google-fu. The author takes some liberties with the Mage background, feels like. I've been looking it over with the intention of trying to put together a game for jackercon II, should it come about... And I'm trying to choose between Ascension, Awakening, or GURPS Ascension.
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