ITT: Settings you'd love to homebrew up a system for, but have no idea how or which to base it off of

ITT: Settings you'd love to homebrew up a system for, but have no idea how or which to base it off of

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Traveller.

Fable. The original and parts of the second one only.

>Exquisite Taste

Tron
I like the Simplicity of Symbaroum's system, especially regarding corruption, but think there'd be too much tweaking required for everything else.

>Broken lords are heavily armored and have high HP, great meat shields but without support of other broken lords they tend to be one note
>Necrophages have uber attact and damage, but suffer checks on all non combat skills
>Vaulters get bonus to favored weapon types, along with armor providing unique benefits.
>Wild Walkers get feral shapeshifting and bonuses in forests
>Roving clans are greddy little fuckes and get better prices on everything, while getting bonuses for mounted combat, but have negative malus for combat checks that never go away but can lessen over time
>forgotten get a shit ton of stealth bonuses, but have less health than most of the races
>ardent mages are self explanatory

no idea about the other 3 factions. i guess you could also stat out the minor factions as their own race, but that is a whole nother deal entirely

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Hotline Miami

What is this?

>feral shapeshifting
that's not what The Sharing is

Mah niggah

Sauce?

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>shardbound.com/

Wouldn't Savage worlds work?

Tales of Maj'Eyal, I guess. The setting is great, with space demons and steampunk orcs and shit.

Just use Savage or GURPS, depending on how gritty you want to make your game. Jesus, it's like you are such trendemous faggots you don't even know about generics and what they are for.

isn't that explicitly what D20 and Gurps were designed around doing?

The hardest part of homebrewing EL is Dust. It's magic, it's money, it's fucking everything.

>Drakken are diplo/charisma specialists who can trade blows in combat but suffer equipment and skill restrictions
>Morgawr gain bonuses in aquatic enviroments and make accomplished psionics/casters but are pretty mediocre outside of their affinities
>Allayi decent allrounders and have shifting mechanic that gives stat bonuses, especially combat, at the cost of more chaotic rolls and hits to diplomatic checks

good fucking luck making a reasonable cultist PC though

I have no idea how to do do it and what should it really be about, but damn, it has more than enough fluff to become something different from an EA fuck up.

Also, X-com but at least X-com is easily adapted into any system you might think.

Dominions

>Tfw you will never have time to create a RPG in which you play a hind pilot in the afganistan spreading socialism and freedom through the desert.
>Tfw you will never play as a t-80 driver going through the Fulda gap knowing that a 10kt nuclear explosion just happened behind you and there are A-10s and AH-64 in fron of you from which your only defense are the shilkas in your armor column.
>Tfw you will never play as a VDV fireteam leader deploying with your BMD-2 in parachutes over Japan wreaking havoc among capitalist chink eyed.
>Tfw you will never be a tank commander of a t-64 in the Golan Heighs, knowing that your entire platoon was wiped out by centurions and you are just trying to retreat to see another day.

Why even live?

Fate/ The nasuverse

The question is how to create a setting from kinda scratch, since we have visuals and a skeleton of a bunch of cultures.
It's a similar problem addressed by GURPS Alpha Centauri

Well, most factions are at somewhat friendly relations with each other, most of the time any way, if much of the art and backstories of heroes are to be believed.
Most heroes have a mercenary background serving the other nations as well as their own.
If you want to make a setting for EL, your first goal should be making a bit of a general outline of what the main story is gonna be
Cultists and Necrophages will still be a bitch to include for PC characters, thanks to their fanaticism.

I'm actually in a DnD game set in Dominions during the Fall of Ermor.

I'd say that not every faction is PC worthy, with exceptions that have been Dust-awakened like Skroig.

Anyone have a pdf perchance?

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I've considered using 13th Age for Wakfu, but as someone who isn't too familiar with it I barely even know where to begin.

Wakfu would make for a great game. Eliotropes are the best, it's a shame the game died

Couldn't you just kind of rip off Numenera?

Yeah, this.

Supposedly there's this French system, but I don't think it's ever been posted on Veeky Forums.

How about fooling around with Savage Worlds? It lends itself pretty well to quick and fun gaming with tactical-ish combat and homebrewing.

Could be fun. Sorta like dnd, but your money(dust) is also your casting resource/healing.

I've considered it but I personally think the game would lend itself better for having discrete at-will spell-like powers. The biggest problem is figuring out what to port from the game and how to do it without turning it into a buff-stacking nightmare.

Undead nations are just the worst
.t MA Ulm

Do you know the name of that french system ?
I could translate it maybe.

You could do it pretty easy with dnd. I'd just limit clerical spells, and high level magic requires very expensive magic gems.

Yeah.
The undead hordes are bad enough, but because everything in their provinces is dead, you can't build supply lines to push them back.

I don't even know if it actually exists. It's just that whenever I participated in discussions about RPG-ing Wakfu, there was always some guy that swinged by and said that there is that one French system, but unluckily, he doesn't have a pdf lying around so...

SW has various kind of spellcasting mechanics, and I do believe they could easily cover this.

And, honestly, to me it feels like it would be easiest to just port the names of skills (if anything at all) and then represent them appropriately. There is also Krosmaster, which could serve as a source of pretty minis, but I don't think it's mechanics could be used for RPG.

Well since Cultists are converting zealots they should have high charisma and their predilection weapons would be the bow or sword. Their faith also gives them the ability to resist fear in most circomstances and shit like that

Whoa, you're summoning some powerful troll-magic there.

One response so far, not terribly potent magic.

Eh, I've played a few campaigns in Savage Worlds and it's a good system, but it's got flaws as well. For one it can't decide whether it wants to be played theatre of the mind style or with a grid, which makes for some very odd combat scenes. On that note, the combat becomes fairly formulaic after a while; everyone develops their speciality and it's almost never worth it to try anything else. Especially since chances are the enemy will die in one hit to a lucky 4x exploding wild die. Every single boss fight my group has had finished that way.

Nah, I just rip off cool cool design elements from Endless Legend to incorporate into my worldbuilding.