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ryan973 |
How many systems does it take. |
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I wanted to start a thread like this mainly becouse i have soooo many difrent games its sick. It all started when i was in the army and i had the best group of gamers. We would switch off and every friday someone would bring a difrent game. Now i am addicted to learning and getting new systems. Lately i wanted Gurps and hackmaster. Now i am thinking of getting some of those anima RPG books. What do u guys think
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battlegroundgames |
Re: How many systems does it take. | ||
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For a game system rules junky, you can't go wrong with Hackmaster.
D. |
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steelwing13 |
Re: How many systems does it take. | ||
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you are only limited by your own imagination and bank account statement
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ryan973 |
Re: How many systems does it take. | ||
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Luckily i do well in the money department.
your right i got hackmaster from your store and its great but cant get my guys too play it. I got a few of them addicted to the marvell diceless game. But now that schoo; is starting again there gone. The marvel game is very original and relies more on skill than chance. Unless you play wolverine in wich case u cant be beat. So untill i find another group i will keep learning all systems lol. So my other question is have any of you ever tried to make your own game? |
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battlegroundgames |
Re: How many systems does it take. | ||
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Over the years, I guess I've tinkered with some different ideas for rules systems - but time and lack of true originality has led to the abandonment of most ideas.
I do have a really great game that has been brewing in the brain-pan for a while. I've done some work on it and will probably get around to finishing it someday. It's not an RPG but rather more of a card game (non-collectible), based on a game store and the regulars who frequent it. The original concept was to have cards of all the different regulars in the store with stats on the card representing their skill at various games as well as their frequency in visiting the store. The basic idea was to play "character/customer" cards in combination with the "game" cards that work well with the skill sets on the "character" cards to score points. Someday... D. |
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ryan973 |
Re: How many systems does it take. | ||
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Lol,
that sounds really funny. Unfortunatly you may start a rebellion when guys see there stats.Just kidding. That reminds of when i tried to get my group to play characters based on themselves in D&D and there stats were all way to high. so i tried white wolf and half the group wanted a four in brawl and firearms. I explained that two years of karate when u were twelve only goes for one dot but needless to say the idea got nixed. expecially when the group demanded that one of the guys get a one in apearance. I made a few games three so far and they came together nicely but still need some work. being original is definetly the hardest part. They were ispired by the books written by David Gemmel. Who is by far the greatest heroic fantasy writer i have ever seen. |
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Smoke |
Re: How many systems does it take. | ||
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Every system has its strengths but I have played Sci.Fi, Fantasy , pulp , steampunk , and superheroes in the
Hero Games System . It is a workable system to play and run if you wish to put the work into it. If you are not . The best system its the one with the most supporting material for it. The benifit for choosing DND for fantasy is most players are already famlier with it. Both hero and D20 fallshort for Science fiction and have to be modified somewhat to use for specific settings. ( Look at Star Wars ) . The masterbook system seems no longer supported. Gurps is only good for the setting that they made more than three books to support it. Such as a Sci.- Fi . Humanax Commonwealth Setting. Traveller is good for sci-fiction as well. Role - Master / Iron Crown is the most commersome and thus the worst system. I Could go on for ever because i have played dozens of systems and wrote for one. |
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Realityhack |
'Best' system | ||
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As someone mentioned all rules systems have their own flaws and benifits.
In my opinion the 'best' system is one that 'fits' the style of game you are playing. As an example. IMO the DnD system is perfectly fine for high fantacy but would fall on its face in a more 'reality based' or grity world like cyberpunk/shadowrun. The whitewolf system (I am only realy familiar with their older more complicated system) works fine for the way they seem to expect their games to be played with lots of social interaction. But in a high combat game those rules would stink. So the 'best' system is the one that fits your setting and play style. In addition it is IMO ultimately up to the GM to 'fix' or compensate for the shortcommings of any system. If by the RAW says something silly your GM can always step up an overrule that so things make sense. In short don't expect any system to be perfect and don't expect a system designed for high fantacy to work well for a grity setting or vicea versa. |
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