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Thread 96275497

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Anonymous No.96275497 >>96275539 >>96276429 >>96276483 >>96276557 >>96277762 >>96285826 >>96285920 >>96293944 >>96294003 >>96294677 >>96294701 >>96294820 >>96300709
Have you ever mixed systems?
Anonymous No.96275515
>this is the famous enterpreneur-style ingenuity of gen X
Anonymous No.96275539
>>96275497 (OP)
Not really, but is the approach of hoarding notions for my heartbreaker/shitbrew.
Anonymous No.96276429 >>96276756
>>96275497 (OP)
Yes. No system does everything I want, not even GURPS, but there are several systems that do certain things I want extremely well, so I just borrow rules as necessary.
Anonymous No.96276483
>>96275497 (OP)
To be fair, most heavy homebrewed systems end up being something like a mixed systems.
Anonymous No.96276557 >>96276814 >>96277001
>>96275497 (OP)
no there are thousands of games out there made by people who have put in much more time than I have. It would only be reasonable to start making my own stuff after I've played everything there is to play on a subject.

Nothing more cringe than some jabroni that played 5e twice or tries to make a board game without even knowing there are several other games that does the exact same thing already
Anonymous No.96276756 >>96279259 >>96294844
>>96276429
which systems like you?
Anonymous No.96276814
>>96276557
tweaking a system lightly or even heavily is something most GMs do. The step to homebrewing your own system entirely isn't too far off.

Besides, designing games itself is fun! Failing and realizing your ideas aren't so original as you thought is just part of the learning curve.
The notion that you should shut down your creative side because everything has been done before is firstly, hugely limiting to the human experience and secondly, would have stopped the creation of some amazing works out there.

Reiteration is part of culture. People see things they like, they get inspired, they remix it with their own influences.

I agree with your criticism insofar that everyone believes they need to turn their output into a product nowadays, like it has no merit if you don't make a successful Kickstarter out of it. And here I also get annoyed at all the samey shit that floods the market. It's why I just stopped reading modern fantasy altogether.
Anonymous No.96277001
>>96276557
>people who have put in much more time than I have
Most of those people are retards. More to the point they aren't you and aren't gaming with your group. And even more to the point, creating things is fun.
Anonymous No.96277762
>>96275497 (OP)
Yeah. My group only plays D&D 5e, but we wanted to do a subterranean adventure. So I used Veins of the Earth but with 5e combat rules and told them we were playing 5e with some modifications.
Anonymous No.96279259 >>96292743 >>96297699
>>96276756
I tend to borrow climate, economic, and domain rules from ACKS II, reaction rolls and a condensed version of the skill list from GURPS 4e, mass combat from one of those two, and the personal combat system from whatever system strikes my fancy at the time (used to be D&D 4e, now it's Street Fighter: the Storytelling Game). I still haven't figured out exactly how I want to adapt stealth rules, but I've tinkered with the system from Infinity RPG, written by Justin Alexander: https://thealexandrian.net/wordpress/40062/roleplaying-games/random-gm-tips-stealthy-thoughts

I also use Justin Alexander's procedures for running various sorts of adventures as described in his book So You Want to Be a Game Master. Not a system per se, but some of it does involve system-agnostic rules.
Anonymous No.96285826 >>96285844 >>96285893 >>96285907 >>96293713
>>96275497 (OP)
Me and my friend once did a MEGA GAME where we played Star Wars Armada. Every time we sent out fighter/bomber wings and they'd engage each other, we'd stop the Armada game and play a game of X Wing using the fighter wings to determine who brought what. If one wing lost, it was destroyed in Armada and we'd go back to the capital ship level. Boarding actions were played out in Legion games with the attackers or defenders victories carrying back up the capital ship level. It took nearly sixteen hours and was easily the most fun I ever had wargaming.
Anonymous No.96285844
>>96285826
That's so cool. Doing something like this is my dream.
Anonymous No.96285893
>>96285826
What a beautiful cat.
Anonymous No.96285907
>>96285826
I love this cat. What a fine creature.
Anonymous No.96285920
>>96275497 (OP)
This shit reads like doonesbury
Anonymous No.96292743 >>96292808
>>96279259
>ACKS & GURPS + Street Fighter
i am nearly in the same situation as you. been thinking of adding a social/roleplaying aspect to a combat heavy rpg(panic at the dojo).
Anonymous No.96292808 >>96294477
>>96292743
>Panic at the Dojo
I remember skimming it when I was last looking at RPGs with different combat systems. Definitely not the game for me with its narrativist bent, but do you think there are any mechanics in it worth stealing?
Anonymous No.96293713
>>96285826
That sounds incredibly tedious but I would totally play it. How'd you decide how many troops each ship had?
Anonymous No.96293944
>>96275497 (OP)
Back when Armada and X-Wing were big I always wanted to try mixing those and Legion together in a giant Galactic Conquest style campaign game.
Anonymous No.96294003
>>96275497 (OP)
World Of Darkness with the Eden system for specific stories
One was based on Stay Alive using Eden for the video game sections
https://youtu.be/0ffIi9uJV3c?si=yZkfqXFuMSCZyxS2
Anonymous No.96294477
>>96292808
i dunno about worth stealing but i really like the dice pool being pre-rolled at the start of your turn, then you just pick and choose known moves that meets the number cost.
Anonymous No.96294677
>>96275497 (OP)
I had planned to use Mech combat from Battletech and on foot combat from GURPS once. It made sense to me at the time, but like many ideas the group fell through and we just went back to DnD.
Anonymous No.96294701
>>96275497 (OP)
Sure, often. Mostly subsystems. The ones that come to mind that I've stolen recently were the STA social combat structure in a game of VtM where the players had to do an interrogation. I used the Chase Mechanics outa... I don't know what. It's broken up into scenes with specific units of gain and loss. I think it's an old D&D supplement but which one elludes me. And I pilfer from the random tables in Stars and Worlds Without Number all the time, mostly just for fun with worldbuilding blahblah.
Anonymous No.96294820
>>96275497 (OP)
The only time I did it was in a personal campaign where the core focus was LANCER but I found the out of mech rules so lackluster and boring that I ended up adding Savage Worlds on top, even with the LANCER update that added the clock system it still felt lacking so I stuck to my original plan
All and all it wasn't a bad experience at all
Anonymous No.96294844 >>96295259 >>96299219
>>96276756
I don't think RPG systems are capable of liking anything.
Anonymous No.96295259
>>96294844
This is why we need to bring back ye olde conjugations. It would have been perfectly clear had he said, "Which systems likest thou?"
Anonymous No.96297699 >>96298147 >>96298156 >>96298160
>>96279259
>Street Fighter: the Storytelling game
I was under the impression that system had a lot of broken pieces. I own a supplement, but finding the original gamebooks is a bitch and a half, and nobody seems to play it so I let it go.
What convinced you to pick it up, and did you make any major modifications? What kind?
Anonymous No.96298147
>>96297699
First, I recommend downloading the fan compilation instead of using the original books for the core rules: https://sfrpg.com/sf20-release-street-fighter-the-storytelling-game-20th-anniversary-edition/

>broken pieces
I'd say there are four major areas:
>Backgrounds are quite vague
Animal Companion has no rules on how to make one, Allies only has guidelines such as "One Ally, of moderate power," etc.
>the rules on Willpower are contradictory
In one place it says you can't use WP in combat for automatic successes on damage, but then it has a combat example showing a PC doing exactly that; then, in another place, it says you can only spend one WP per turn, but a number of Maneuvers cost 2 WP to activate.
>later supplements added unbalanced Styles and Maneuvers
Apparently most everything that's incredibly broken was introduced after the Secrets of Shadaloo splat, e.g. Styles that came with intrinsic bonuses, the Cybernetics Unique Background that gives huge stat buffs, and broken Maneuvers like Improved Pin, which can put a target in a hold from an adjacent hex and then give a +3 bonus to keeping him held.
>rules for doing anything that isn't Street Fighting are lacking
You won't find much support for doing generic adventury things beyond applying skills and fiating difficulties. There isn't even a mechanic for death because dying is outside the genre assumptions.

>nobody seems to play it
The Brazilian community is apparently alive and well (there's a BR guy who's been putting out a fanzine for the last 9 years called Warrior's Fist), but yeah, aside from some grogs who have been playing it off and on since the 90s, it doesn't seem like there's much of a community in the Anglosphere. I've been playtesting with friends while I work on putting a proper campaign together.

1/3
Anonymous No.96298156
>>96297699
>What convinced you to pick it up
The combat system. If you're familiar with the board game BattleCON, it works a lot like that. It goes like this:
>each combatant secretly picks a Maneuver
>the combatant with the lowest Speed must declare his Maneuver first
>anyone with higher speed can interrupt to do his own Maneuver
>the interrupter can be interrupted by even faster characters, etc.
>if your target is in range when your Maneuver resolves, it hits automatically; only Damage is rolled
>once everyone has resolved (or lost) his Maneuver, next round

It makes each turn very intense as you try to read what your opponent is going to do and counter it. It feels very deep, and it does something very few RPGs accomplish: making 1v1 gameplay interesting. Because there's no to-hit roll, quick characters must actually be played like quick characters, sneaking in hits with their superior speed and then falling back when they sense a big hit coming. Tough characters, on the other hand, can Soak hits with high Stamina and then hit back for more, so their game plan is completely different. For brevity, I've summarized combat quite a bit, but there are also mechanics like spending WP to switch to a Block mid-turn, Grabs bypassing Blocks, putting people in Holds that require contested Strength rolls to escape, Jumping and Crouching Maneuvers not being able to hit each other, etc.

>modifications
Well, quite a few, but that's partly because I'm working on adapting the system to a medieval fantasy setting. For that, I've used some of the weapons, armor, and styles from the Samurai Shodown BR fan adaptation. You can find that via https://batjutsu.wordpress.com/. Somewhere on there is a link to a Google Drive folder with all the translated stuff.

2/3
Anonymous No.96298160 >>96298959
>>96297699
As for my own homebrew modifications and additions,
>death & bleeding
Adapted from GURPS. Stamina roll to not die at negative MaxHealth. Stamina roll to not Bleed 1/minute after getting hit with aggravated damage until treated or several successes.
>chi & willpower modifications
RAW, Chi kind of sucks. It's only used as fuel for some Maneuvers, whereas Willpower is fuel for Maneuvers, Aborts, and auto-successes, as well as occasionally being rolled against directly. There's also the fact that Chi specialists are incentivized to invest in Mental Attributes for damage with Focus Maneuvers, but, when everyone's out of resources, that puts them at a crippling disadvantage against fighters who went with Willpower and Physical Attributes because Mental Attributes contribute nothing to basic punches and kicks. My solution is twofold: merge the fuel-function of Chi and Willpower, and make the Willpower-as-trait-that-gets-rolled-against into a standalone trait.
>flat exp costs
Like all Storyteller games, traits have flat costs at character creation but increasing costs afterwards. I don't like the optimization game that creates, so I did some averages and set flat costs for improving each type of trait.
>encumbrance
Adapted from GURPS and ACKS. I used the benchpress amounts given in SF to figure out the max carry weights for each level of Strength in GURPS terms and then borrowed the 'stone' system from ACKS.
>coup de grace
Adapted from some edition of D&D, probably. Auto-maximize Damage against helpless (not just held or immobilized) targets.

There's more, much of which was taken from, or at least inspired by, articles in Warrior's Fist. I have a whole document of changes to keep track of things. I doubt it would gain traction, but I may try making a thread in the future once I've got everything ironed out.
Anonymous No.96298959
>>96298160
>I may try making a thread in the future
more power to ya, anon. i'll be looking forward to it, since my own brew(patd+gurps) is still a long way to go.
Anonymous No.96299219
>>96294844
You're just not likeable enough. I know for a fact my favorite system loves me just as much as I love it.
Anonymous No.96300709 >>96300723
>>96275497 (OP)
>miscegenation
Disgusting.
Anonymous No.96300723
>>96300709
Hybrid vigor is real when it comes to RPG mechanics.