JetBlackPanda
Member
I want that pathfinder pawn box!! my FLGS has the monster one.
Thank you for the heads up. I think the old systems are worse than people tend to remember, but the art is often better than what we get these days. If nothing else, these old sourcebooks are amazing inspiration.If anyone feels like seeking out some nostalgia or maybe even some of our gaming heritage, here's something that you might be interested in.
The Temple of Elemental Evil is free until the 28th! Have at it.
Thank you for the heads up. I love the old systems are worse than people tend to remember, but the art is often better than what we get these days. If nothing else, these old sourcebooks are amazing inspiration.
Thank you for the heads up. I think the old systems are worse than people tend to remember, but the art is often better than what we get these days. If nothing else, these old sourcebooks are amazing inspiration.
First, wow Torchbearer looks interesting and is triggering my love of reading new systems!
The Reaper Kickstarter #2 is up if anyone wants to get a ton of miniatures: http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones
I totally love what I got from the first round.
The Reaper Kickstarter #2 is up if anyone wants to get a ton of miniatures: http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones
I totally love what I got from the first round.
The Reaper Kickstarter #2 is up if anyone wants to get a ton of miniatures: http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones
I totally love what I got from the first round.
Wait...so for 100 bucks (plus whatever shipping will cost to Canada) I get all the stuff in the purple picture? That seems pretty nuts.
Even more since he posted.
Wait...so for 100 bucks (plus whatever shipping will cost to Canada) I get all the stuff in the purple picture? That seems pretty nuts.
Yep. If it goes as well as their previous KS it'll get pretty nuts by the end. Here is everything I got for a total of 115 last time:
I'm totally going to get the add on for the Water Elementals this time around to continue with the cool translucent miniatures. And then if I ever turn into a hermit I'll have enough miniatures to paint for forever.
http://www.kickstarter.com/projects/davebrown/adventures-in-the-east-mark-the-red-box
Allegedly spiffy fully-wrought classical OGL RPG from Spain finally intent on making it over in English box by box? This is the sort of thing I like to see happening!
http://www.kickstarter.com/projects/davebrown/adventures-in-the-east-mark-the-red-box
Allegedly spiffy fully-wrought classical OGL RPG from Spain finally intent on making it over in English box by box? This is the sort of thing I like to see happening!
Using Numenera's rules in a new setting, The Strange Kickstarter hit and funded in 4 hours!
http://www.kickstarter.com/projects...-tabletop-rpg-by-bruce-cordell-and-mo?ref=tag
What are good scifi RPGs? Space opera and/or hard scifi preferred, something with spaceflight, not just one planet (so one can probably rule out all post-apocalyptic ones and cyberpunk, unless of course the system is good and flexible enough for other types of scifi too)..
I'd be the GM.
I specifically need the game mechanics, not the setting as i build my own (though i steal good ideas from other places so setting details are never really wasted) that is also relatively simple, not too rules-heavy*. More of a narrativist system rather than simulationist. But the latter might be acceptable if it is good.
Fast and easy(-to-learn) are important, balance is not as i can balance stuff on the fly if i must, or compensate with other ways.
Some specifics i may need:
-Cybernetic and biological augmentations. Transhumanism is inevitable IMO and i want to utilize it (no virtual realities though, not interested in cyberpunk).
-Combat that is interesting and not just turns filled with people taking shots at each other, preferably NO space magic (think the Force from Star Wars, Biotics from Mass Effect etc.) though psychic powers, if limited enough, are okay.
-Space combat and spaceflight rules though these are less important. For reference and/or heavy modification. I know with 99% certainty that i will have to make my own, because i need semi-realistic space combat (no space fighters, no slow moving plasma bolts...).
Class/skill systems are less important, as long as there is interesting stuff for combat (and other actions), if i don't like the system, keeping the combat parts and bolting them to another class/skill system shouldn't be too hard.
*D20 doesn't work well with scifi IMO, though perhaps i just haven't seen any good scifi-RPG utilizing it (Star Wars (Saga and earlier) is space fantasy and it has a lot of problems IMO, mostly those inherent in d20, along with other ones like armor being worthless aside from special cases).
Eclipse Phase will have all the Transhuman stuff you need. It's also mostly a percentile system like Cthulu. Making characters is probably the hardest thing rule-wise (and its pretty deep).
Thanks, bookmarking these for later study.I don't have a lot of space opera/hard sci-fi games in my collection, but I like to think what I do have are pretty damn good.
Ashen Stars is a space opera game which uses the GUMSHOE system and is well supported. GUMSHOE games are all about looking at the genre and making things work in the game as they would if you were reading or watching related media. It is an investigation-centric game, as are all GUMSHOE games, and after looking hard into space opera it was seen they are too. It should meet your requirements and has an excellent setting that is flavourful without being restrictive.
Diaspora is a hard sci-fi game using the Fate system. It is based on Traveler as the creators are big fans of it and, since this game uses Fate, what made Traveler so badly outdated is completely removed. The requirements you have that this game is missing are easily added as Fate really caters to them. No setting to speak of, but the system creation rules are really damn cool and worth stealing.
Bulldogs! is another space opera game and another one using the Fate system. I suspect it may be the least ideal game out of these for what you want, but what it does, it does well and may not be far off the mark. This game could be re-skinned to something like Firefly with minimal effort.
You can replace fudge dice with 6 sided dice. Unless for some reason you just hate 6 sided dice. Anyway what does Fate (Core?) have that you particularly dislike? It'd be easier to recommend other systems knowing what you hate specifically.
"Neutral" result is kind of nonsensical IMO, success or failure is all that is needed (in the event of a tie, re-roll, modifiers or GM ruling solves in case tie doesn't automatically go to someone). Never needed it before as a GM (and if i were to need, i know how to handle things without Fudge).
Fate system... eh, it has some good aspects (no pun intended) but there's one or two systems that are similar in some ways but overall better. Mostly it boils down to my issue being with Fudge.
...
Hmm. Writing this and thinking about this may have provided the solution to an issue that prevented me from using one Fudge-like-without-being-Fudge system..
Fate Core doesn't have a neutral result as far as I know. Unless you mean the dice adding up to 0. But that isn't a neutral end result. Fate Core specifically mentions three outcomes: Failure, Success at a cost, and Success. And sometimes a "really really good success" but I forgot the terminology used. There's no "nothing happens: neutral" result so I am confused as to what you are referring to.
If you do mean "dice adding up to 0" then... why is that a problem exactly?
Was speaking about Fudge dice, not Fate system itself.
But don't like how Fate handles combat for example. Needs a bit more accuracy. And if i were to run a fantasy game, clearer rules for magic and its use. Core at least doesn't provide rules, unless i'm managing to overlook them somehow.
Thanks, bookmarking these for later study.
Not gonna use their settings though, as i said i'm making my own since no existing SF setting satisfies me (at least not for RPGs). But as i noted, good ideas are always a plus...
EDIT oh god, Fate uses Fudge dice?
I know i said narrativist system but Fate is just something i can't like. It has too much stuff i don't like. And remaking the rules... eh, might as well continue with my own proto-system (which is really boring d20 derivation and sucks for combat).
Don't like Fudge dice either, our fantasy game GM brought a set to the play and i really don't like them. Aside from the hilarity they produce when one player throws 4-, 3- and then 2- in a row... He is the guy who also rolls 1 whenever it is critically important NOT TO DO THAT!
EDIT perhaps i'd like a "cinematic" system? Numbers and some detail but not too rules heavy. Still want some, too informal is not good (our current homebrew system is too informal at times).
Yeah I agree with the magic system being vague (you pretty much have to use the separate magic toolkit or flesh out your own system with unique rules), and the combat can be pretty weird (though I like it personally). I just don't very much get the whole "the dice can add up to 0" thing. I guess I don't mind much since I played some of Vampire The Masquerade and its 1d10 system can lead to "0" rolls.
Yeah, my tired-brain mixed Fudge-dice-as-they're-and-we're-using-them with actual Fate system.
Basically if you use Fudge as they're, you can get 0/Neutral. Now you can get a tie in many systems but usually it is solved in some way. Usually a system does not produce a zero result that is neither a win nor a loss. Naturally one can rule 0 is either one automatically but then it defeats the point of Fudge dice (bell-curve, which can be produced with 3d6 just as well by the way)... The end result is that i don't like the system as it is.
Fate does seemingly avoids this so that's not a big issue. I just don't like using Fudge dice (+-0) with it since Fate's mechanics could be used with other dice as well. Like Mistborn does with a dice pool. And Fate lacks magic rules (Mistborn's magic rules can be used as a framework for other magics relatively easy, depending how much balancing you're going to do)..
No but I mean, what is the problem with a dice giving a neutral 0 result? By the game's rules that does NOT result in a neutral outcome. It doesn't result in "nothing happens."
Fate DOES NOT have this issue. Fudge dice themselves do have this... unless i designate zero as either a win or loss. Which makes Fudge dice totally redundant, for i could use 3d6 to achieve the same probability curve. Or just use plain d20 (multiple throws or not).
My problem with Fudge is basically that they're a money-grab. That and how our current game's GM uses them (i did say they're pointless).
Not sure what i was thinking yesterday.
Yeah so just use D6 dice. 4d6 dice works the same way. Just make two sides equal to -, two sides equal to 0, and two sides equal to +.
Fudge dice are a cash grab, but it isn't like you -have- to use them.
A matter of principle, i hate cash grabs. And i have no idea why our GM went and bought a set. Ah, well, his money. If only he didn't require we use the goddamn dice instead of using d20 as previously which worked equally well (and badly).
(We use d20s for everything but certain special cases, all of which could be solved by giving those special cases modifiers (like being flanked giving -4 to evade, instead of using the goddamn d16 which is the most horrible die there is).
http://www.kickstarter.com/projects/davebrown/adventures-in-the-east-mark-the-red-box
Allegedly spiffy fully-wrought classical OGL RPG from Spain finally intent on making it over in English box by box? This is the sort of thing I like to see happening!
Ryuutama is a tabletop pen-and-paper role-playing game, developed in Japan by designer Atsuhiro Okada. It is set in a world where the "NPCs" of the village--the bakers, minstrels, farmers, shopkeepers and healers--set off on a wonderful adventure exploring a fantasy world together. Some people colloquially call it "Hayao Miyazaki's Oregon Trail", because of its heartwarming (in Japanese "honobono") feel of family anime, and its focus on traveling and wonder over combat and treasure.