Tag Info

Hot answers tagged

7

GURPS is a pretty good ruleset for the kind of game you describe. It's got good rules for pretty much everything, and the pointscale that the system is built on works pretty well for a game where it's assumed that people will have guns. I'll go through each of the requirements you list, and how well GURPS deals with it. "roughly equivalent to earth ...


6

In fact, there is nothing in the rules that says you have to tell the player everything about the spell. It's unusual to omit the basic function, sure, but it's fine to let the player find out that a light spell, for example, causes sunburn after a while. And, in fact, the 1e DMG had a whole section detailing "secret" effects or details of many spells in the ...


6

Savage Worlds is certainly capable of playing in a world and genre-hopping campaign (I suspect that's partly because Torg, which is all about this, is Shane Lacy Hensley's favorite setting of all time). However, there are a couple of things that you need to keep in mind. First, character content from one setting is generally not created with the intension ...


5

One of the big health warnings that goes with Savage Worlds is that Edges, equipment, Hindrances etc from different settings are specifically not intended to be balanced when used together. Depending on your exact plans and the settings you are intending to draw from, you could run into significant balance issues. There are ways of costing the 'value' of ...


5

This is totally legit. If you're running a serious game, just let your players know that they don't know how the spell works beforehand (e.g. "The spell's magic is strange. It seems like it's probably an offensive evocation of some kind, but you aren't quite sure what the expected energy output will be like, nor why it has so many cross-dimensional ...


4

I think you have two potentially opposing goals here - introductory and campaign. Limited choice works great when introducing new players. In fact, this is often done with pregenerated characters ("here, play this guy") where there is no chargen choice at all (except for perhaps name). At conventions, I've run many games where someone shows up with no ...


3

In the Dungeon Master's Guide (pp. 267-268), there are rules for firearms, including future items (e.g., laser pistol, antimatter rifle and a laser rifle, along with modern weapons). Also explosives, including grenades. There are also rules on 'alien technology' in the DMG (pg 268) which is rules for a character figuring out how to use technology works. ...


2

The Big List Here is S. John Ross's big List of RPG Plots. I find this list to be very helpful, especially when I'm not sure what to do for the next session. Your side quests can be bonus objectives for every main quest, or the subplot within a plot. You can find S. John Ross's suggestions under the tips and tricks section. These plots work in a variety of ...


1

Yes, GURPS is definitely the game you want, of course if you give us more details we can help you more but GURPS has made it it's mission to be as Universal as possible and it has some very high quality books about specific genres which would help with a 19th century setting for example: a Victorian setting wild west setting Given that the academy ...


1

When you give players a bunch of choices, but they have no context or understanding of what it means in play - they're guessing in the dark. "I'm supposed to assign these points, and pick from these powers... but I don't know how the game actually works or flows?" So it makes sense to limit player choice to start. In fact, unless the game is dirt simple ...



Only top voted, non community-wiki answers of a minimum length are eligible