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Re: OT: The might of Pen & Paper
I've recently started doing roleplaying, and have played one game of White Wolf's Hunter, and one of Exalted. Both are excellent. Exalted is super-excellent in my opinion. Thematically, I think it's probably more than worthwhile getting the book just to read it even if you never expect to play*.
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Re: OT: The might of Pen & Paper
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Currently, the guy who made 7thSea and Legend started a new project called Houses of the Blooded. It features both strong storytelling element and a smattering of strategy - believe it or not! And it's gothic as ***! I think any of his games are worth at least to look at so you may also want to see those he made in the interim. Of other genres I can recommend Feng Shui RPG by the above-mentioned Atlas Games. If you don't know, it recreates classical Hong Kong/Chinese action movies - with a smattering of some other bordering genres... Some of White Wolves' World of Darkness products were pretty good. But there are tons of them so may not want to pursue this course without having at least a handful of others to split costs with. Forgotten Futures is a good independent system and it's mostly free iirc. It mainly deals with recreating feelings of old-school scientific romance (whose modern incarnation is steampunk!). Kults was a good game of gothic punk line. I don't remember whether they continue it still. I like FASA's Shadowrun more than Talsorian's Cyberpunk, but they are both good systems and have quite beautiful worlds. I also like both old WEG Star Wars (d6 version, and if somebody has his hands on the Tank Girl RPG by the same authors, he/she can ask almost anything from me!) and TriTac Bureau 13 despite the systems being somewhat clanky. Of course, these are long out of print now, but if you will stamble on one of them, definitely worth to try. That's about all I can remember at the moment. Hope it's helpful. |
Re: OT: The might of Pen & Paper
I've run, ref'd and played thousands of Paper and pencil systems:
Fantasy Hero 2nd edition: (Hard to find). Incredible rules, best fantasy system I have ever found. *Any* spell can be created - including all the Dominions spell. Gurps. Much more customizable than DND; good spells; good combat. Midnight: D20 variant. Aweseom flavor - creepier than Dom but it could be Dom gone bad. This game literally had me raving for 2 solid years. And has the *best* module - out of thousands.. that I have ever played. Dnd 3.5. Lots of players, readily available Call of Cthulu: Awesome if you are playing Rylleh Dreamlands. Dnd 4.0 Crap. But plentiful. Ars Magica. Well I like it. But no one else did. Honorable mentions: Elfquest. Elric, Paranoia, T&T, Lionheart, probably a few dozen I'm forgetting. |
Re: OT: The might of Pen & Paper
I've read loads of RPG system books, but since its just me and my older brother. You can't really have that much play the P&P game.
Cyberpunk was a nice one, as I use to like playing as a Netrunner. Another would be the Mystara setting for D&D. And never could find a group online to stick around long enough to play a game session over aim or something. I've just tended to do freeform roleplaying with a couple friends. I think if you can be creative enough and like stories, roleplaying something like that without rules. And with people who will actually let there characters take damage bring out some really also stories. |
Re: OT: The might of Pen & Paper
I love rpgs, haven't played in a while unfortunately :( it's not so much about what thee game is as the group of players, very difficult to get a really good group together and keep them together! To be honest I've had years of mediocre rpging with small windows of brilliance that were the highlights of my gaming light. They aren't necessarily the best games, but the most fun I've had has been with first ed DnD, Vampire: The Masquerade, d6 Star Wars and Alternity. I've played far mroe dnD that anything else, lots of 3 and 3.5, but I do find the game lacking a bit - or in all likelihood the group wasn't up to scratch
If anyone has a good group going in Perth I'm keen! |
Re: OT: The might of Pen & Paper
Hi everyone. Been lurking for ages here, thought I'd post on this subject :)
I've been toying with using the Dominions background for a P&P or PBeM game for a while now. It happened when I realised that Late Age Ulm is very very close to the unnofficial setting that a lot of my old RPG games were set in. Although there was never any official connection between any of my games there were always similarities and common themes running through them, ideas and themes that are prevalent in Late Age Ulm. So I started comparing other games I'd run and idea's I'd had and found they could all fit very nicey into the Dominions world, with a couple adjustments here and there. I think the Dominions setting would make a fantastic basis for campaigning. I really love the mix of fantasy, mythology and history, something a lot of RPing settings don't get right. My advice for using the setting as a backdrop would be to focus on a small part of the Dominions lore. Rather than throwing in all the nations of the game and flooding players with information just focus on one or two of them, and a couple others that thematically fit your campaign as neighbouring realms. |
Re: OT: The might of Pen & Paper
Holy crap! This thread just got into epic levels. I never thought that there would be so many replies.
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The character generation is pure gold, like you mentioned. At least it was to me as GM when my players rolled their guys. The excitment! The pure multitude of options! My first group was: 1) Dwarf Miner, 2) Elf Outlaw, 3) Human Apprentice Wizard, 4) Human Squire. I was pretty surprised, they rolled quite a good “adventuring” party. My other group was a lot more down-to-earth thought: 1) Halfling Merchant 2) Elf Messenger 3) Human Fisherman, 4) Human Servant (Waitress, to be exact). Quote:
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Luckily I haven't bumped into anything really bad. I've had generally bad players (“backround? Couldn't care less”, powergamers, etc..), worst was this one player with some power gaming tendencies who had the habit of raising a temper whenever his character didn't perform as well as he presumed. Work seems like a 'safe' place to recruit players, now that you mention it. Quote:
The most important part about rules is that they flow well. Every time you need to check something from a book, the rules aren't actually helping, just being a nuisance. One of the reasons why I moved away from D&D was the constant need to check rules. There were just so many of the damned things! Quote:
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“Elemental” based magic of dom3 also could play out well. Characters with supernatural powers work best when their powers are limited in both power and diversity. D&D wizards are basically best at everything with the right selection of spells (“oh, you have put all your skill ranks in Climb. I don't have to do really anything and still I'm better at it than you ever can be.” 'Spider Climb'), another reason why I changed system. If a mage character started with say Water 1 magic, he'd only be able to cast water spells, which can be quite limited in function. When he levels up it might a tough choice to either diversify in another path (to get spells with a wider range of functions) or just take up another level of water. Note that this Water 1 magic probably wouldn't be the same "power-level" as W1 on dom3 mage, more like 0,5 water. |
Re: OT: The might of Pen & Paper
Cyberpunk was great at its time but it grew old a bit too fast. It's the year 2020, you can buy NMT cell phones, and with an extra cost even one that actually fits into your pocket! Yay. But guess future prediction isn't easy.
They published an updated version a year or two ago, but I got the feeling editors were lazy updating it. Capoeira for instance is still "obscure martial art" that can fool people who generally have never seen it. Right. Just go into a park on summer... Too bad, it was a fun setting and easy&fast system. Though quite gritty, headshot kills at 4 pt damage and heavy pistol does 4d6. Feeling lucky, punk? Oh, and speaking of games that got old fast, Twilight 2000 anyone? Already on year 13 of WW3, we are. |
Re: OT: The might of Pen & Paper
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Re: OT: The might of Pen & Paper
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Whatever you say your character does, happens just like you said. Then you roll dice, and see how it affects the flow (of battle, or anything else). The more detailed your description, the more dice you get. Only restrictions are that tough enemies die only done after the dice tell the time ("how" is up to a player), and players/GM can veto action or details that don't fit the style ("no bazookas in wild west, what about TNT?"). |
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