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10

I went through a spate of WWII game buying a number of years ago. Here's the ones I own personally. Your requirements haven't actually narrowed it down from "all of them," so here goes. Behind Enemy Lines - an older classic WWII game; I have both the first version by The Companions and the second version by FASA (1982). The latter is a larger boxed set, ...


6

I would enthusiastically recommend the Savage Worlds version of Weird War II, which I have both run and played on numerous occasions. The setting book has extensive rules for all aspects of fighting in the second world war, including air, land and sea combat, all of which stick to the Savage Worlds mantra of being Fast, Furious and Fun. The rules extend ...


5

World War Cthulhu: The Darkest Hour by Cubicle 7 Note that this is a setting book, you also need the Call of Cthulhu RPG by Chaosium in order to play - and, quite frankly, Call of Cthulhu in itself has excellent mechanics for playing "normal people" and works nicely on its own, if you're willing to contribute the setting information yourself. I've used it ...


5

Dungeon Magazine Issue 97 had V for Victory, a D20 Modern World War II mini-game. It focuses on the infantry-man's view of the war, and can be used to run any theater of the war, from Stalingrad to North Africa. It features several 'classes' of soldier, such as Intelligence Training, Recon Training, etc. It includes a specialized list of Standard D20 skills, ...


3

I have never used a game to do this particular kind of game, but there is a category of games that I know are designed specifically to do this kind of thing, and I know of game systems in the category that could easily handle it. There is a category of games that are specifically designed to handle "anything", and more-or-less manage to do it. These ...


3

GURPS has plenty of contemporary and near future settings and sourcebooks. If you want more advanced tech and its implications, something like Transhuman Space or (3rd edition GURPS) Cyberpunk (which is more dated now) could be appropriate. If you want something less advanced, but still with something on top of our modern day world, you could look at 3rd ...


2

This might be an oddball suggestion, but I would take a look at Shock: Human Contact, which is an in-depth varient of Shock: Social Science Fiction . It's an unusual game in its focus, style, and mechanics, but it allows focus and attention to the hard-SF element, in a way that's quite unique (and doesn't actually require any astrophysics calculations, ...


2

The Basic Roleplay System by Chaosonium, i.e. the system that powers The Call of Cthulhu. I've not used it for a post-apoc game myself, but I was about to, had my notes prepped and everything, and several of the published adventures for it and one campaign setting are post-apoc. Rules-light: Alright, I"ll admit, it is a damn big book. HOWEVER, Most of ...


2

If like a fish doesn't need to be be a fish, almost every edition of D&D had sea elves or aquatic elves: Aquatic elves are water-breathing cousins to land-dwelling elves. They live amid the waves and the ocean depths with allies such as dolphins and whales. While this may be a little bit cheated in terms of what the hobby can do, because ...


2

A good match for the criteria in question would be Blue Planet. Several of the character options are for cetacean characters (not actual fish, but perhaps still relevant). Primary themes of the game are exploration, survival, and making your place in the world. The game offers a lot of detail on inter-species relations, as well as tools for maximizing ...


1

After some thought, I realized that while there may be no system already designed for this style of play, I have experience with two systems that might be suitable. One is almost a meta-system, designed as much to create games as to play them and the other is a system that focuses on character interactions instead of character action. First up, the ...


1

I'd recommend this adventure from Dragonsfoot.org, which has the benefit of being free. It is designed for 4-6 players of 1st level who are of 'novice or intermediate' skill, so it's pretty much perfect for the group composition. The contents of the adventure are rather straightforward. A Meazle has secretly made its home in a small village and is stealing ...


1

Four hours is a pretty short requirement, and since this is going to be a learning session it's probably going to go more slowly and even further limit what you can accomplish. The one that comes to mind that might be most suitable is N1 (Against the Cult of the Reptile God), which was an interesting (if sometimes stereotypical) adventure designed for ...


1

The Insight RPG System would be a suitable system for running an EVE campaign. http://rpg.drivethrustuff.com/product/127515/Insight-RPG-System-Core-Rulebook?term=insight I've used the system for a sci-fi (Firefly'ish) campaign, and it worked really well. Using EVE online as an Addon to the system, you have what you need. The Abilities used in EVE has some ...



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