RPG Systems

Luthorne

Well-Known Member
#1
Basically, I've beeen thinking about picking up some pen and paper RPG sourcebooks, lately...but I'm not entirely sure what to get. So, I thought I'd ask...

What RPG systems have you all played? What was your experience with them? Good or bad? What are your thoughts on the system itself...flexible, clunky, or what? Does it have it's own style, or only what the GM brought to the table? What would you reccomend, what would you call decent, and what would you avoid at all costs? What sort of genre is it? Etc.

Myself, I only have minimal experience...which is part of why I'm interested in picking up some sourcebooks, so I can try it out...assuming I can find a group to do it with. I've played minimal DnD (got to about level...two? Three? Before the group split up due to distance), and got as far as creating my character in Spirit of the Centuries...before the GM basically vanished on us. :sweat2:

I've got a lot of the DnD supplementary stuff in PDF format, which the GM let me have to look over, as well as the Spirit of the Centuries sourcebook in PDF format...so. Thoughts? I've been thinking about getting Nobilis, Rifts, Mutants & Masterminds, or Exalted...and thought I'd ask people who've had practical experience with those systems, or other ones I may not have heard of.

So...any volunteers?
 

lord geryon

Well-Known Member
#2
My big three: D&D, Exalted, and Shadowrun.

D&D and Exalted you mentioned yourself, so I'm going to assume you're familiar with those.

Shadowrun falls into the cyberpunk genre, but with magic included. Elves, dwarves, trolls, orcs, vampires, dragons... hell, one dragon even became President.

Shadowrunners are people who, either purposefully or accidentally, fell through the cracks in the system and live outside the norm of society: They do not work for the semi-autonomous governments known as megacorps.

Or, at least, not always.

On a run, one must be able to cope with magical spirits, Matrix-like computer hacks, remote controlled drones, corporate security that can be anything from a simple security guard packing a baton to a team of heavily armed and armored cyber-zombies - men who are no longer men, but almost purely machines - and a thousand other things.

Hell, there is nothing at all wrong with playing the other side of the field, either. Be a corporate security decker, a Doc Wagon heavy extraction soldier, or something even more dangerous: work behind the counter at a Stuffer Shack in the Barrens.

Shadowrun can be all about combat and tactical play, it can be about just surviving in a world that refuses to acknowledge that you exist, and it can be a combination of the two.
 

urth

Well-Known Member
#3
I'll have to agree with lord geryon, Shadowrun is a fantastic system.
The world has something for everyone from magic to the matrix and from mutants to cyber samurais any group can find something they like about it. There are only two problems that I found with it. First off when you start getting powerful characters you end up eating about 20 d6 to shoot a gun, but a little creative DMing can work around that problem. Second and the biggest problem I found is it's can be very hard to DM. When planning a run the DM has think about all the defenses on an astral level, in the matrix, and on the material plane and all that is before you to consider Lone Star, Corp security, and any other runners going after the same target. If the very confusing and difficult to manage a first but once you to hang of it can be a lot of fun.

Even if you don't decide to play Shadowrun you should pick up a few other sourcebooks, their are all written as in game material and are a fun read even if you're not going to play.

Another personal favorite of mine is Nightbain.
The world of Nightbane is a dark fantasy setting very much like our own modern world on the surface, but beneath that, it is more sinister. Disappearances and murders are common place. Reports of monster sightings are more frequent, and people tend to feel hopeless and helpless. The reason for this is that a secret cabal of supernatural beings from another dimension and their shapeshifting minions have quietly seized control of the world's government and corporate powers.
It was one of the first RPG that I played and has always been a favorite of mine. The only problem is it's made by Palladium, the same people who made Rifts, and thus a nearly impossible to understand combat system and can easily become a munchkin's dream. But the problems are easily handled by a good DM, simply make up your own combat system using what they give you as a basic guide and it works out fine. As for the munchkins, while the big bad guys in the game are about 100,000 years old can survive in the heart of a star if they have enough energy and can't control, shape, and change matter at will (like turning your blood into acid) so it's not too hard to slap down anyone who's trying to get too powerful.

My favorite part about it though is that crosses over with Cthulhu very easily, if you want a game where there are people who can give an Old One a black eye (before being eaten). I was able to try it out with the group for a few months and it went over really well.
 

Luthorne

Well-Known Member
#4
Hmm, both sound interesting. And, Lord Geryon, I wouldn't mind a little more information about Exalted; while I'm vaguely familiar with the general gist of the system, unlike DnD, I haven't actually read the source material, so a little more information on it would be nice...additionally, if people would like to talk a little bit about some of their favorite things about the systems...was it the background, the way it was easy to make the character you wanted, the originality of things, or just the awesomness of being a ninja elf cyborg...?

Though I'm grateful for the information you've already given. :sisi:
 

Waruiko

Well-Known Member
#5
I've had experance with DnD, ADnD, 4th edition World of Darkness as a human, mage, and vampire. The game I'm most intrested in right now is SCION.

/rant
WOD is the game I like least of those I mentioned. If I had to pick one thing that pisses me off most about WOD it would be the Morality system hands down. In DnD and many other games you can make the choice to be an evil PC or an apathetic PC who is on whatever quest the story is based around por personal reasons rather than because it is the right thing to do. Normaly the player needs to deal with the scoical responses form the NPCs as the only major recource to their actions, and I'm fine with that. WOD actively punishes the player for acting against the common western moral code. I have a habit of dealing with major baddies ond opisition in RPs by killing them once I get the chance in combat or out. In WOD if I were morality 7, the starting morality, and I got into a fight an assasin sent to kill me and I kill him in combat I'm fine, but if use a wepon of opertunity to knock him out or disable him and then kill him seconds later after combat has ended I have to roll for my morality. If beat the roll I make an excuse for myself and keep going fine. If I fail I drop to morality 6 and roll my new morality for psycological disorder. These start small and get worse at lower levels. They can never be removed, and they force the PC to act in a way dictated by their new instability. Some people might think this adds flavor to the PC, but if I have a full person in my mind and thy are put into situations that portray them in a negitive light and they drop morality I end up with new rules for how I can and can't act that are adverse to how I want to play! There is also the miscomunication with the storyteller to take into account also.
/rant

That said WOD is fairly simple to play and requires you to only know a few rules for making a PC and a few for actual play. It's simple, smooth, and fun if every one at the table in on the same page for the many 'gray' areas that they leave for the storyteller. You will need to know a second much more complacated set of rules if you want to play the addon games of Mage, Vampire, Werewolf, Promethean, or Changling.

SCION I only started into recently, and with my RP group spred along the coast for school my first hand experance is limited. There are a few things you need to know about SCION. The first is that it comes in three books named Hero, Demigod, and God. I have Hero and Demigod, but am holding off on God untill I can get a everyon's asses in gear of a few good hours of play. SCION in compared to Exalted a lot, and while I haven't played Exalted myself I'll take their work for it. You also need to know that SCION was put together with the intent that you could sit down and start play from the moment you bought the book. This is done by including one sample PC for each of the six pantheons, two histories for two of those six that the books follow, and one full story ready to be run though. Some people don't like that so much of the source books are filled with info that you don't need to actualy play, but I personaly feel that the back stories give the player a good feel for what a scion should be, and the prefab story can help a novice storyteller get the feel of how to run a game. The books themselves also have the habit of puting useful info throughout it's pages somewhat haphazerdly, and this translates to lots of stickynotes if you what to quick refrence a table or look up a rule that you are unsure of. I use two colors to help with figuring out where full sections are, and where the tidbits are. The combat system of SCION is also unusual in that by counting the seconds you can have two people acting at the same time. This leades to more rules that have to do with timing and how to use it to your advantage. The actual rolling of attacks is also a little weird in that it has six steps to add modifiers to the roll and seven steps in the order of attack. That migh seem daunting, but many are there to cover odd situations and standard defensive buffs like 'soak' that everyone has, while others are steps like "declare attack" and the like. One major difrence from WOD that I feel like pointing out is that when rolling to attack you need to roll first to hit using a dex roll before you roll to see how much you hurt your target. There are also rules you need to know for dealing with nameless NPCs and the like, but those exist to cut down combat time and to keep you from needing to roll thirty dice for a simple action.

High powered people are harder to put down than some people think because the combat system favors defence to attack, and you should take this into account when playing. The good in that is that your players can survive long enough get into it, but the downside is that if you throw in a 'boss' for them to fight that is too strong for them to kill in a timely manner you run the risk of accadently placing them in a fight that takes forever to finish. This becomes much more aparent in higher levels where someone can have a bashing soak, soak is subtracted from damage of that type before it is applied, of 22 and be in the middle of the meatshield pack. That is also assuming your strike gets past similer dodge dificulties.

Now SCION's overall feel is in a word epic and they say as much in the book. You are the child of god charged with a mission to help save the world and all of existance. If you want to get a better idea of what SCION is and how it plays you can go to the White Wolf page and download one mission, a basic set of rules, and a few PCs to play at the Hero level.

However! Before you buy the source books you need to know that any time any table that has been printed in Hero is mentioned in Demigod they give you the page number rather than reprint the table. Basicly if you want to play at the God level you need both Demigod and Hero books in addition to the God book. If you have played the example mission and are intrested but unsure I would recomend you stick to hero and just tell the other players to not powerlevel untill you are sure it is worth the money.
 
#6
I am currently playing, when I can play, BESM. Big Eyes, Small Mouth. Its an anime inspired system that pretty dumbs things down as much as possible. Not that is a bad thing.

Rather then having a dozen stats and as many types of dice, the system utilizes three stats. Thats right, 3. Its called the tri-stat system and you can actually play an entire campaign utilizing just 2d6. Or in simple terms, 2 6-sided dice.

Scary, no?

The system is very open ended and actually encourages you to make up rules, skills and whatnot and then apply them in your game. The rulebook is more like a guidebook that sets up initial rules that you can bend as you please if you are the gm.

You can host anything from average high school life to power rangers fighting off vampiric werewolves in space as the sith empire encroaches in on your party. You can even add hentai to the mix, depending on what your taste leans towards.

I have hosted Star Wars, World of Warcraft, a mish-mash of guyver/evangelion/starcraft/etc campaigns and they all seem to work well.

The main weakness of this system I find is that often its too open ended. You can do a lot of things and you can adapt other ideas from other game systems into it. For the average gamer who likes solid settings then this is as solid as jello since there is no solid setting to immerse yourself into.

On the other hand, you can have ninjas fighting pirates in it and then force summon a kitty. Which just makes everything awesome.
 

drakensis

Well-Known Member
#7
Luthorne said:
Hmm, both sound interesting. And, Lord Geryon, I wouldn't mind a little more information about Exalted; while I'm vaguely familiar with the general gist of the system, unlike DnD, I haven't actually read the source material, so a little more information on it would be nice...additionally, if people would like to talk a little bit about some of their favorite things about the systems...was it the background, the way it was easy to make the character you wanted, the originality of things, or just the awesomness of being a ninja elf cyborg...?

Though I'm grateful for the information you've already given. :sisi:
Exalted is built around the concept that you play one of the Exalted, mortals empowered by the mightiest of the Gods, allowing them to develop formidable power. Originally this was done so that the Exalted could overthrow the Primordials (who created the world) on behalf of the Gods. Upon their success, the Gods withdrew to a considerable extent to Yu Shan (the heavenly city) leaving the rule of Creation (the mortal world) to the Exalted and the day to day maintenance to elementals. While Exalted live a very long time, they are not immortal and when the mighty Celestial Exalted die their power is passed on to a 'worthy' mortal, keeping their numbers constant. Weaker Terrestrial Exalted do not do this, but unlike Celestials their children can Exalt in their own right.

Around a thousand years ago, the Sidereal Exalted (the chosen of the Five Maidens) concluded that the Solar Exalted (the chosen of the Unconquered Sun, king of the Gods) were going mad and decided that for the good of Creation theyw would have to be removed from power. Since the Sidereals themselves were weaker than the Solars they recruited the Terrestrial Exalted and during a major celebration, launched a coup. In Creation the Terrestrial Exalted poisoned the Solars and then struck them down. Despite their momentary weakness, the Solars fought back and the battle devestated their capital. However, most of the Solars died in the process and the Sidereals, in Yu Shan, closed their trap, preventing their power from reaching new Solars. Although the war against those Solars who escaped lasted decades, they were hunted down and their Lunar Exalted allies (chosen of Luna) fled to the fringes of Creation. In order to hide their involvement from Heaven the Sidereals hid their very existence from Creation and became the secret masters of the Terrestrial Exalted who openly ruled Creation.

Three hundred years later, the ghosts of thirteen of the betrayed Solars exacted a terrible revenge. Having sworn allegiance to the ghosts of the Primordials killed during the long ago war, they unleashed a devestating plague upon Creation that killed ninety percent of everything that lived. Then they advised the Fair Folk (shapeless creatures that had been displaced when Creation was forged) of Creation's vulnerability. The Fair Folk armies swept into Creation despite the terrible casualties that they took breaking the fixed defenses and from the armies raised by the Terrestrial and Lunar Exalted. The Sidereals and the Gods hid themselves in Yu Shan and closed the gates behind them. Almost half of Creation simply ceased to exist until a single Terrestrial Exalt managed to master long forgotten weapons of the Solar Exalted and rained destruction upon the Fair Folk, driving them back to the Wyld from which they had come. She was the Scarlet Empress.

The Scarlet Empress could not rebuild the fixed defenses however. Creation needed new defenses. She made a pact with the Sidereals and recruited other Terrestrial Exalted. They forged an Empire around the heart of Creation and a Religion that declared Terrestrials to be the apex of all Creation. Mortal realms pledged fealty and sent tribute in return for the aid of the rebuilding armies of the Exalted and the Lunars and handful of Solars that had exalted over the years were hunted on the accusation that they were terrible monsters, retreating to remote strongholds. The realm is tyrannical, cruel and rapacious... but it has held Creation together for seven hundred years, built upon the threat that the Scarlet Empress could unleash the wrath of the Solar's ancient weapons again.

Five years ago, the Solars began to Exalt again. They are young, not as numerous as they once were. But they are a random force in the long predictable events of Creation. The ghosts of their past selves have also sent out their deathknights, twisted mockeries of Solar glory. The Fair Folk stalk the borders. And the Scarlet Empress is missing, her power no longer present to guard Creation.

You may have exalted by the Sun, the Moon, the Stars or the Elemental Dragons. Even the Dead or the Damned or the lost Maker may have Exalted you. But Creation lives and dies by what you do in the Second Age of Man, the Age of Sorrows.
 

Ina_meishou

Well-Known Member
#8
Just recently started looking through the Serenity RPG.

Yeah, like from the Firefly series.

Have yet to get enough people around to play a game, but it looks prety smooth.

Uses D2, 4, 6, 8, 12.

Atributes are dice types rather than fixed numbers.

A system of character traits is existant, and effects both how the character should be played, and some in game stats, but you pick your traits, positive and negative, when you create your character, and you can work in the game to remove the worse ones.

And you can play as anyone, Independant, Aliance or neutral. Provisions are in place to create characters, ships, there are several sections about adventuring and the 'verse.

And the economics of the 'verse are finaly explained.

Space western RPG for the win.
 

zerohour

Well-Known Member
#9
Ina_meishou said:
Just recently started looking through the Serenity RPG.

Yeah, like from the Firefly series.
Got the book a few days ago. No one to play with over the summer, but I'm looking forward to going back to college to test it out. It's kind of nice since you don't need a lot of dice, and the numbers can be lot smaller.
 

Xaosite

Well-Known Member
#10
My experience with DnD goes back more than half my life, before I was even 10 years old. Throughout all of that, I've come to understand what it is, and what it isn't.

The best way to start off with it would be to keep it simple in the beginning. Get the basics down, and after you've mastered those, then you make your half-dragon, half-werewolf shadowdancer-mystic theurge. :rolleyes:

DnD is best suited for its core premise. Namely, going into dungeons, slaying dragons, and taking their hordes of treasure. It can do more, of course, but those rely more of the storytelling talent of the DM and the players than any rule can define.

What are you looking for, as a player?
 

lord geryon

Well-Known Member
#11
D&D, imo, is best started off with the three core books.

PHB, DMG, and MM.

That's it, all you need.

Later, say a couple months of play if they like the game, add in the Complete Class books.

And add in slowly until you have the whole bag o books.
 

Alzrius

Well-Known Member
#12
I'm a big D&D fan, to the point where I work (freelance) in the d20 industry as a writer, editor, and reviewer. I enjoy it quite a bit.

I also play some BESM, which I think is a nice system, particularly for a change of pace from d20 every so often.
 

lord geryon

Well-Known Member
#13
BESM... Anime: The Cracking!

It's a totally awesome system, but damn is it full of crack.
 
#14
A brief mention here for Spirit of the Century. It's an awesome pulp RPG. Ever wanted to be Indiana Jones? Or The Shadow? Or The Rocketeer?

Oddly enough, essentially the entire game, minus some setting elements, is available online for free. Since the game's done under the Open Gaming License, there's a System Reference Document that gives the complete rulesystem.

Here it is.

http://zork.net/~nick/loyhargil/fate3/fate3.html

The official site for the FATE system, which is the ruleset behind SotC:

http://www.faterpg.com/

This ruleset is also being used to develop the Dresden Files RPG.
 

Ina_meishou

Well-Known Member
#15
Just took a look at "Dark Heresy: Warhammer 40,000"

Epic Win

You are an Acolyte in the sevice of the Emperor's inquisition.á You stand on the front lines of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos.á You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the hive cities.

You will never know fame nor reward, yet if you stand resolute, your deeds will be whispered to the god emperor of mankind, and your name will be remembered for millenia.
all that's needed to play is the one book, two D 10, and an understanding of the universe.

awesome, ever since I first heard about the seting, I've wanted to learn about the dark underside of the imperium, rather than the unified front against the Xenos line of play.

Given that it's entirely possible for you, your comrades, or even your inquisitorial sponsor to turn to heresy/chaos...
 
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