almenac
Initiate Douchebag
Posts: 4
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Post by almenac on Oct 10, 2018 2:27:23 GMT -8
This is mostly directed at Stu, but everyone can chime in of course. I heard about the MoT system on your show, it seems really good and I'm interested in trying it out with my group. I just have a couple of questions.
First of all, will the core system get rules for magic at some point? Or are you planning to release setting-specific magic rules with the setting books? I'm perfectly happy to homebrew and I don't think I need a full setting to get what I want. The genres I'm mostly looking for are classic hero fantasy and space opera and I feel that both need rules for some kind of magic.
The other question is about MoT and other games, mainly genre-neutral ones. I know you have extensive experience with GURPS and I'd like to hear how do you feel the two systems differ? Do you feel that MoT can be used to run any kind of game or are there certain themes, styles etc. that other systems do better?
If you find time to answer, many thanks!
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Post by akavidar on Oct 10, 2018 4:03:00 GMT -8
I'll poke Stu Venable to get his attention. Question for you above.
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Post by Stu Venable on Oct 10, 2018 7:51:46 GMT -8
This is mostly directed at Stu, but everyone can chime in of course. I heard about the MoT system on your show, it seems really good and I'm interested in trying it out with my group. I just have a couple of questions. First of all, will the core system get rules for magic at some point? Or are you planning to release setting-specific magic rules with the setting books? I'm perfectly happy to homebrew and I don't think I need a full setting to get what I want. The genres I'm mostly looking for are classic hero fantasy and space opera and I feel that both need rules for some kind of magic. The other question is about MoT and other games, mainly genre-neutral ones. I know you have extensive experience with GURPS and I'd like to hear how do you feel the two systems differ? Do you feel that MoT can be used to run any kind of game or are there certain themes, styles etc. that other systems do better? If you find time to answer, many thanks! In all honesty, I don't know if there will be a "default" magic system for MoT. The magic system for BBT is very much a fantasy system. Regarding settings. MoT has what I call "dials," but really, it's more of a "switch" between pulp and gritty (at least that's been my play experience so far). It was originally meant for survival/cosmic horror, though I only ran one or two playtest in such a setting VERY early on. It originally have a fear mechanic, but I threw it out and only recently started writing one again. Pulp has worked very well, and the BBT game (a gritty fantasy) seems to be working fine as well. You probably *could* play almost any setting in it, but it probably wouldn't be for the best. And I say that mostly because I've only run a handful of genres in it so far. As for GURPS, it's a much more simulationist game. It makes every effort to reflect reality, where as MoT makes some concessions to abstraction, GURPS has specific rules. Defensive maneuvers in melee combat for instance, MoT only has the 2d6 = +1TN rule, where GURPS has specific rules for dodges, blocks and parries, as well as cover, etc.
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almenac
Initiate Douchebag
Posts: 4
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Post by almenac on Oct 10, 2018 8:21:27 GMT -8
Thanks for the fast response! This cleared things quite a bit and I'll be looking forward to BBT release.
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Provinto
Initiate Douchebag
Posts: 11
Preferred Game Systems: GURPS
Currently Playing: PFRPG, WoD
Currently Running: GURPS
Favorite Species of Monkey: Black Irish Setter
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Post by Provinto on Oct 18, 2018 14:40:27 GMT -8
I was trying to make a systematic conversion between GURPS and Moment of Truth as far as weapons go. What I did was find the likelihood of dealing a major wound in GURPS and seeking to create similar probabilities in serious injury thresholds (the second number in the parentheses). After a couple hours of looking at dice probabilities I took a long walk and thought about my life and how I had lost perspective. Now I just eyeball it. GURPS did help me decide what the combat round length is at my table: two seconds since the character can both move and do stuff besides move.
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