What are some great systems that Veeky Forums never talks about? Why do you think they're great?
What are some great systems that Veeky Forums never talks about? Why do you think they're great?
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Is it okay if Veeky Forums never talks about it, by I try to? Constantly.
And it's also not that great, when I think about it.
I just really like it as a base for brewing.
Atomic Highway is a free post-apocalyptic roleplaying game with a focus on vehicle combat and has a kind of action-movie feel to it.
It has an interesting mechanic I haven't seen before.
Also it's free on drivetrhurpg.
Mini Six. I always see it mentioned but never really discussed. It's a great rules-light system if you're looking for something with actual crunch, plus you can port almost everything from West End Games' D6 system if you're missing anything.
It's a shame the game only invites memeposters, I'd like to give it a shot just once.
If I had the time and the dedication, I'd totally run it online.
Sadly, I either lack one or the other basically constantly.
...
Maybe I should try running it on a forum, no hurry there (usually).
I feel like Golden Sky Stories doesn't get enough mention. I mean, it's a non-combat rpg that's basically the pic-related of tabletop. The premise is that catgirls, dogboys, lizardkids, etc can transform into humans and want to make friends with everyone. It's the kind of fluffy, comfy setting that would pass through the 4kids censors unscathed if it were a show.
Actually, I know of a good piece of free software designed for Play-By-Mail rpg stuff. It's basically a grid map that lets you export a file or a screenshot with a single click, making it easy to run grid combat, which I believe is the forte of Strike!
That sounds pretty great, yeah. What's it called?
Thanks! I'll check this when I get home.
That sounds real fucking boring. Why would I want to sit around a table with my friends and pretend to make friends with some furries?
So is the premise of Animal Crossing. It's still one of the most enjoyable and relaxing games out there.
I don't get that either, except if small children play it.
It's just really not my thing, and I guess that applies to more fa/tg/uys, thus no thread.
who would have guessed that a thread about undiscussed games would die after three games?
Dungeon crawl classics, i dont know why its never mentioned in OSR. I have enjoyed is supremely over AD&D which I ran for 10 years.
The magic system is phenominal and all my players say it keeps magic fresh and makes spell casting much more indepth then just managing spell slots.
Warriors and Dwarves use a system called Herioc Deeds of Arms where they roll a D3 along side their normal d20. They can declare a deed such as kicking an enemy to move them one space, disarm them, or blind them and it works as long as you hit and the D3 rolls a 3.
I had a dwarf jump onto a statue of Lady luck and kick a kobold wizard in the chest off the base of the statue. He lept off and came down with his pitchfork.
Later in that same encounter, once the party had moved all 20 of their characters into a mine to run away from the unending tide of kobolds. A Warrior ran up and slammed his body into a support beam that kept the mouth of the mine open. The cave mouth collapsed onto some kobolds.
I love that I dont have to calculate xp for every kobold killed, since i had the kobolds on an infinite spawn that increased by D6 every D4 rounds. I just gave them 4 XP which is a lot since a balanced encounter is 2.
Cont.
God I love the look and feel of GSS. Though I'll probably never get a real chance to play it..
At the end of the mine, the players found a giant monolith covered in a primordial version of common that talked about ghe multiverse and of a giant manta-ray ship called the Spell Jammer. One player thought this monolith would open a portal to another world. Ut technically did but something came out of it first, which was a 20 foot tall floating man, with stone grey skin, a lamprey mouth, one eye and square horns. It proceeded to fuck the party, which was at 8 people at this point. It shot purple lightning out of its hands and had AC25. It had shot the entire room into space preventing them from leaving. They figured out that the crystals I had spawning and despawning had something to do with this creature and started to smash them which had great effect on it and caused it to rapidly age. They destroyed one round of crystals, which stopped it from flying and shooting lazers but it started to claw them and rolling a d24 to do so. It had critted one player and richochetted them off the ground and 120' out into space. As the party was now down to three characters, the party Cleric prayed to his god, Bobugbubilz Demon Prince of Amphibians, and it turned him into a giant frog for the rest of the day. The crewtures legs rotted off and it started to crawl towards characters, slashing at them with its horrifying claws still after theh destroyed more crystals. The final blow came and the room slowly fell back to the planet by magical means. The creature left behind two of its claws that act as swords and give +d3 to initiative and its eye witch can teach the spell summon familiar to summon the eye as a familiar or it can be mounted onto a special crown with effects unknown by the players.
This is all of course supported by super simple rules that are easy to homebrew and balance but yet are still by deseign super flavorfull.
bumping this piece of shit
bumping your thread again.
As far as I know (and don't quote me on this) DCC gets a bad rep in the OSR for breaking away from a bunch of OSR staples, and also, the weird dice.
I enjoy it a lot when I play, and am in the middle of a mini-campaign.
I checked. It looks... ugly? But I only took a cursory glance. Thanks anyway, worst case scenario, I'll develop something of my own.
Ironclaw
Has anyone here played Fanatasy AGE? I don't see it discussed. One of my players starting to GM it for me because they were too intimidated to go straight into running a D&D game. Seems like a pretty fun system so far.
Unisystem, classic specifically. It cant do everything as a general system, but it can do quite a lot imo.
Ops and Tactics is fun for what it is, gets a general every now and again though.
Lots of the smaller games like Dont Rest Your Head and The Farm which are awesome (especially The Farm).
I'd bet lots of money that if Legend of The Wulin was successful and properly edited it would have a regular general on here. So very awesome.
Ars Magica. It's a good system with knights and peasants and magic why does nobody play it
Veeky Forums is a bunch of grumpy old grognards who hate storygames on principle for no fucking reason. FATE/GUMSHOE/PbtA are the holy trinity of incredible game systems but the most you get about any of them is retards yelling about Dungeon World.
Dungeon World got a fair bit of love for about a year there, but then the worm turned and now the chorus shouts that it's irredeemably shit anytime it comes up.
But generally, you're right.
Absolutely horrible system. Terribly formatted, the stat system is stupid, and Charm is a fucking dump stat through and through. It'd be like GURPS having Charisma as +/- 20 character points.
No autofire rules, the shitty reroll/luck points are just autistic, and the character creation numbers are arbitrary and lack balance.
The damage system also sucks ass and balls, no one wants to track "slightly wounded" or "slightly more wounded", just use fucking hit points already. The arbitrary rules-y effects for each wound level smack of D&D 3.5 and make the whole wound level thing almost pointless, because why have it if it doesn't reduce bookkeeping?
Also equally matched combatants hit each other >50% of the time due to the autistic Dodge calculations so it ends up like GURPS 3e, where you essentially have an auto-hit fest. Especially at higher tiers of play where the high numebrs of d6 make the rolls more "centralized"
The magic rules are puerile, uninspired crap with useless moon runes tacked on for some retarded fucking reason.
The vehicle system is garbage, but then most vehicle systems are. Fucking d20 Modern had a better vehicle system than MiniSix or Savage Worlds.
Also the scope of play is vastly different as a 2d6 is a completely different league than 1d6, and less so with 3d6 vs 1d6. It's like 6th level v.s. 1st level. There's almost no point to even rolling. If you understand logarithms you understand the issue here, and the issue with all dice pool systems.
Overall, a shitty 3/10 game. Only got a scond look cause it was based on d6 open.
Myfarog is excellent for simulationist fantasy.
I've been a huge fan of Don't Rest Your Head since it was briefly popular here several years ago.
I love both the setting and the way its enforced mechanically in the dice pools.
Its problem is that its not well suited to actual groups, and there is a lot of GM skill involved in ramping the game up properly, or it falls quite flat. I still love it though.
We talk about Myfarog all the time, and usually the thread gets derailed talking about Varg and /pol/
Dungeon World /is/ shit, but there are so many other good PbtA games out there - Urban Shadows, Monsterhearts, Masks - that it breaks my heart to see Veeky Forums shit itself whenever anything at all storygame comes up.
I read the pdf. it was awful
Degenesis looks and sounds pretty interesting
I still have no fucking idea how it's played though
Join us.
I always wanted to play this, it seems so cool.
I wish the Unknown Armies threads around here weren't such a crapshoot. Seems like every couple of months when one pops up it either sticks around for a week or fizzles out after an hour or two. I'm pretty sure they're only kept alive by the same 10-15 people and we're running out of stuff to talk about.
Legend, the d20 one. It's like what I expected 4E to be when it was first announced, but even better. Too bad it'll never be finished.
Mouse Guard is a simple d6 system where we play heroic mice who have all odds stacked against them, and I like everything about it. It's the single most fun system I've ever GM'd.
The character creation system is also a backstory generator that everybody goes through together and is engaging. The simple mechanics make improvisation easier. Several mechanics are in place to encourage role-playing flawed characters who sometimes get things wrong and learn from their mistakes while trying to stick to deeply rooted convictions even when they're challenged.
And the conflict system is my favorite part. Again, it's so simple that it fits several situations. We've done chases, arguments, boat building, traveling and, of course, combat using the same ruleset, but it is different, creative and engaging every single time.
I suppose it doesn't get much discussion because there isn't much depth? Some the funniest Veeky Forums threads are about mechanics, and the mechanics in this are in place to take a backseat to role-playing and nothing more.
I always felt with a little bit of home brewing to fix the mechanics that this was a fantastic system desu, for sure needs more love.
I played in a very successful campaign that ran for something like 2 years, set in the Iberian Tribunal.
I just don't have the time and inclination to deal with a dozen excel spreadsheets anymore.
I've been bouncing back and forth between this and Lamentations for an upcoming oneshot for my group.
DCC captures a mood that I really like, while Lamentations has some really good adventures from what I hear.
Has anyone played the new Paranoia system? I made a home-brew system based off of what I assumed Paranoia would be like, but I haven't seen the finished product yet.
Because everyone seems to love the Paranoia system I've been running. It's super easy and competitive and really encourages scheming and backstabbing.
Yes the dice was a hard sell for my group but once they started to use them they understood and liked them. I still think its a bit wonky but I understand it and enjoy it. The OSR mold was alright but you might as well have just played AD&D which I found limiting and my books The Demon grabbing the women DMs guide and the Demon statue holding the cauldron players hand book were extremely poorly formatted and made flipping through the books terrible.
I too really love Lamentations adventures, The God that Crawls is fantastic. That being said I read a lot of their adventures and port the ideas into DCC. It isn't hard to homebrew for DCC as I've said and I would honestly recommend just using a fine mesh of both.
Picrelated
name is Nechronica the long long sequel
Undead little girls in a post-apocalyptic setting.
Made by the guy who made Maid RPG.
I would say Savage Worlds. I feel it fully lives up to its designers mantra of fast, furious, and fun without the crunch slowing things down. While it is a matter of some contention I actually like the whole important characters get the ability to take multiple wounds and a wild die thing but then again I prefer my adventures pulpy which I feel SW does excellently.
Also I really dig the Deadlands Noir and Low Life settings.
I'm a long term Paranoia GM, and I'm completely not hyped for the new system. It looks supremely zappy, and the cards look like they'll remove a lot of the creativity players usually come up with.
Short summary of your homebrewed system?
There's been more than a few Fate threads in the past that have actually had a good amount more signal than noise.
I actually used to hate it but some of the anons in those threads actually managed to change my mind about the system. FAE is now my go-to system for campaigns I'm unsure of what system to use, one shots, and short campaigns.
>"Sir, why are the undead all little girls?"
>"Why not?"
>"..."
>DCC gets a bad rep in the OSR for breaking away from a bunch of OSR staples
I only know a little bit about OSR games. Does anyone know what sorts of staples did it broke?
ITT: Newfags reveal their newfaggotry.
Mostly the dice set, it's wonky but it makes sense. I can't really see anything else. I would say it is a good retroclone that broke the mold in the right way and in any aspect but I would like to hear another opinion on the subject.
Savage Worlds. It's not as robust as GURPS, but it's also nowhere near as autistic, and it never descends into the weird wishy-washy stuff that Fate does.
>>"Sir, why are the undead all little girls?"
>>"Well, some are actually boys."
>DSA
Incredible detailed and rich metaplot with a system that allows for modular rulesets. Play it quick and easy with just the barebone of the rules or eat tons of crunch and transformate the system into a medieval fantasy simulation. It features low fantasy with mages that aren't broken or overpowered and focuses heavy on roleplay instead of "looting epic dungeons xD" all day.
It feels down to earth and the metaplot is just so rich of details that it actually feels like a living and breathing world. Sadly that invites a lot of elitism.
You can't really say a system that has a consistent general is something Veeky Forums never talks about.
>It features low fantasy with mages that aren't broken or overpowered and focuses heavy on roleplay instead of "looting epic dungeons xD" all day.
Why do people always tout this as a strength of their system? More games do this than don't do this. It's like those political think pieces where the author touts an opinion that everyone agrees with as though nobody agrees with him.
Frankly I find it disturbing and vaguely pathetic that so many gamers seem to define their tastes by disliking D&D than what they actually like.
D&D 4e
It's actually really good.
DSA is clunky as fuck and has one of the most time-consuming chargens I have ever seen.
It's got some good parts, but even the bare bones leave you with a four-page character sheet. And that's if you don't play a mage.
My system also uses cards and they fall into four categories.
Mutant Abilities: Every player starts the game with one of these. When you play these cards you do not have to reveal them or discard them
Item Cards: These cards are generally given throughout a campaign, but your character will probably start out with a card for their phaser and one tool. Playing these cards usually involves taking out and using the item so they often have lower initiatives. You do not have to discard these cards when you play them
Action Cards: These cards are given out throughout a session. You discard these cards when you play them with the exception of your default action card which you keep throughout the campaign. Default actions include anything that your character can accomplish within a few seconds. Driving half a block, hitting someone with a pipe, or trying to sneak from behind one piece of furniture to another. Other action cards usually allow you to do more impressive things like take two default actions, take a default action at a higher initiative, or deal extra damage with an attack.
Event Cards: These are mixed into the same deck as action cards, but they must be shown to the table when they are played. A lot of even cards have an R for initiative, meaning that they can be played at any point in any scene. The ones that do have initiatives usually include an action that your character takes to react to the event.
Some cards will give you a marked advantage in combat, especially if you can start the combat. So you might be itching to start a fight. Other cards might make you very hard to hit. Some event cards make you a very good ally, but not particularly good at fighting. One particular card is essentially a nuclear bomb that will immediately change any fight into flight. So you can always hint that you have that card if you're worries about being attacked.
Burning Wheel, Burning Empires, Nobilis, Morrow Project, Blue Planet, Hot City / Cold War.
I would honestly run any of those at the drop of a hat, and I've offered to before, but I don't get players for them. Easily 90% of people are just looking for some subset of D&D et al., WoD et al., Shadowrun, and/or Dark Heresy.
I've seen it pop up here and there. What exactly is this conflict system?
Because D&D is a bad example of roleplaying. Certain systems just give more option for that and encourage roleplaying a lot more. You can easily tell that D&D offers detailed combat rules that are mostly fun but lacks depth in everything else.
The rest is your interpretation and your personal opinion.
It's not really complex in its barebone form. Additional rules from additional publications add the detailed simulation. The chargen is more timeconsuming because you are supposed to actually make a character that you'd like to roleplay and that doesn't have to be necessarily perfect. For that reason there exist a lot more choices that aren't too important to the actual game mechanic.
At the beginning of every round of combat anyone who is in the scene should play one card with a number for initiative (no Rs). GM counts down from 10 to 0 and the cards are resolved in order. You can delay by 3 (for instance, resolving a card with initiative 7 on initiative 4) to get two extra dice to your dice pool. Anyone can play an R card at any time for or against anyone in the combat, even if they (the person playing the card) aren't in the combat.
Dungeons, The Dragoning: 40k 7th edition. About to start running a game for some friends, super excited
I don't see Savage Worlds discussed here very often.
I'd rather just play animal crossing and invite my friends to my town than play an autistic rpg.
Burning Wheel!
The combat is cool and fluid, the skill system is use-advancing, the character creation makes sense.
>Because D&D is a bad example of roleplaying.
>You can easily tell that D&D offers detailed combat rules that are mostly fun but lacks depth in everything else.
t. hipster who never played any edition but 3.5
I would play Burning Wheel with you user
It's alright. Dunno how to feel after forever dming 4e to go in a almost combat-less campaign.
Mages are still the strongest, until they come into range of my axe that is
seconding that, i would really like to play this game
Any of the ORE games, Veeky Forums never talks aboiut them for long because everyone who plays them agrees that they like it and have fun then the thread dies from lack of controversy.
I found the pdf for this after you suggested it and it looks cool as fuck.
I love guro (In a non-sexual kind of way.) and lolis so it is like this setting was tailor made for me.
That being said I still have no idea how to play because there isn't a single stat in the book.
Is there anywhere where the rules are more clearly spelled out or this one of those story telling games where the GM just decides eveything?
I don't know how much of it is a carbon copy of Burning Wheel, which it is based on, so I'll just describe it.
First GM and players split into two opposing teams and each write down conflict goals, what each side wants to accomplish. Then we use the appropriate skill to roll Disposition, the equivalent to health. You want to get your opponent's Disposition to zero in order to win and you don't want to lose much of yours, because even if you win and accomplish your goal you have to reach a compromise with an opponent that damaged you Disposition too much - he should not accomplish his goal, but he gets close, or complications arise. It's a system that gives a lot of room for creativity in conflict resolution. Disposition is nice because it's just a number and it can represent several things.
The real highlight for me is the interaction between the 4 moves each team has during the conflict. They're called attack, defend, manouver and feint. If it's attack versus attack, you both roll a simple versus test and the winner damages the loser's Disposition. Feint cancels Defend. if you manage to manouvre, you get extra die for your next action, but if you're attacked while doing it you are caught off guard. It is pretty easy to get used to because it makes sense.
The way we do it is I always play and describe what I do first, revealing what type of action it is. Since they know how the actions interact, they describe how they foiled or got caught off guard by my schemes, then we roll and resolve. It's never quite the same twice, if we're creative. Hell, once they were looking for an old book on an abandoned library. I played the natural obstacles such as disorganization, lack of maintenance and environment trying to break their will to search and they played skills like Archivist, Lore and Scout to try and find their way around or protect themselves from the terribly distracting moss that triggered their allergies, and much more! It was amazing
If this sounds at all like Burning Wheel plays it's no coincidence, Luke Crane just twisted some rules to make it more kid-friendly. I'd Mouse Guard is really Burning Wheel light, I know for sure they I'd also be delighted to play it with you guys, as some anons have suggested
bump
sounds like Pathfinder
Lel that's the system they used for the medabots rpg because it could already support switching out body parts so well.
Here's our translation project: nechronica.miraheze.org
All of the PDFs are out of date, please don't use them and tell others not to use them. They're mistranslated and missing vital errata.
EABA by BTRC is never discussed. Grep Porter's generic ruleset that can be ported to any genre. It's like GURPS, but with a system that has better internal consistency, easier genre porting without extensive rules mods, and a system easier to learn.
Following the same train of thought, my boys really loved Ryuutama for it's more pastoral, comfy setting and the collaborative storytelling aspects.
Babylon 5 Wars. Space combat sim, small fleet action (3-10 ships plus fighter wings), really did well at recreating the feel of the show.
Plus, the fanbase of the game made a hell of a lot of conversions. There's stuff for Star Trek (of you're tired of SFB), Star Wars, Battlestar Galactica, Robotech, and Descent: Freespace.
Downside: games can get long. Like, 1 turn with a few ships on each side can take a half to a full hour to resolve everything. Still, my group has had plenty of fun with it over the years. Current rules set is simply called "Agents of Gaming Wars" or AOG Wars, for the original company that made it.
I tried to get a general rolling but it never really took off. Is GURPS really the best Generic RPG system?
Yes, but Savage Worlds is good too.
Personally I really like Savage Worlds, but the system lacks a bit of granularity, which can make players seem a bit samey. I've had a lot of fun playing the system, particularly the Slipstream milieu, despite its few flaws.
EABA is a well thought out, well structured game. As a piece of game design, it's beautiful. That said, the system seems to fall apart at the lower power levels where dice penalties to actions cripple characters too quickly. A little more granularity in that system would help as well. (I've played the Timelords setting, and it was fun, though characters were at the 80-100pt build level where the system functions a bit better)
Wulin was doubly fucked. The shitty state of the release and the fact the company imploded after the chinese half of the business jumped ship with Jenna Moran's Kickstarter money. Such a tragic fate for what could have been beautiful fucking game.
>Unisystem, classic specifically.
I have a soft spot for Terra Primate. It was a great deal too, only $10.
I've played it, it's fun.
>Dungeon crawl classics, i dont know why its never mentioned in OSR.
1) It's mentioned all the time.
2) It's a 3.5 homebrew.
Thanks duder.
Earthdawn - Best Magic Item system I've ever seen. Very little martial/caster disparity.
In Nomine - Fun setting, unique system.
Qin: The Warring States - Neat Yin-Yang based system. Multiple magic systems and decent Wuxia system.
What do you think about opend6 then?
Er, what? Trollin', tg edition?
4e nuked most social and noncombat skills, or made them idiotic to use. 3 and 3.5 weren't lacking in skill trees for many situations, though I'll grant you they aren't Alternity or Dark Heresy.
What?
The 4e skill system was way better than 3.5's. Out of combat utility was a bit weak, although they were adding more closer to the end of the games lifespan, but I'll take an anaemic system like 4e's that supports actual roleplaying over 3.5's 'Cast spell, solve problem' approach.
I really like the SPECIAL system from the Fallout RPG before it got used in the teh vidya gaymes.
Someone put up streams of a group playing on youtube. Their group was really slow, but I think that's the GM/players rather than the system. Also, they start out not knowing the system hardly at all (including the GM). It's also pretty lethal.
It's got a lot in common with the White Wolf attribute + skill systems with a target number, but still d6, iirc.
The setting is pretty cool. /pol/ generally comes in to complain about things. The art is great.
It's also not a power fantasy, which a lot of people are looking for in a game.
It is a very clever game, and well done. Burning Wheel may be a better option if the mouse portion bothers your group, but I liked the idea of being a heroic mouse.
It's equally shit.
You do realize that there are six editions of D&D before WOTC's D&D, right?
>Ops and Tactics is fun for what it is, gets a general every now and again though
Usually when I fix something. Or change something.
Bump
>4e nuked most social and noncombat skills
They weren't nuked.
They were fused.
A single skill covered more than a 3.5 one did. Having less entries on the skill list doesn't mean you can do less things.
well in any other system there is always someone that will have an advantage a +1 +2 makes a big difference