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8

Refer to the source If you want to create a campaign close to Buffy feel, you must watch or re watch Buffy, paying attention to get ideas for the game you want, and how they implement them. You must understand why they make the things they make in the way they make. In my opinion, Buffy as a (comedic) supernatural teen drama has the best balance between ...


7

I have two systems and one book to recommend. PTA is a great game, as is Apocalypse World, but if you are interested in supernatural soap opera, there are two even better fits: Monsterhearts Monsterhearts is an amazing game - it's based on the Apocalypse World engine, but focuses on the teen relationship drama piece of Buffy. I have used it for a drop-in ...


6

Fireborn by Fantasy Flight Games.


4

That one's Fireborn. We've discussed it a little here.


4

Please keep in mind this answer is not supposed to replace any of the other or to be a complete answer to your question, but I'll try to outline my approach to handling the similar issue. I've been Storyrelling (GMing) a few similar campaigns in World of Darkness system, which is I believe perfect for this kind of premise. The idea of each one of them was ...


4

Since the point of that generator is that it's a creatively-lampooning mashup of genres that otherwise never meet, your only real recourse, if you want to expand on the creative mashup, is to grab material and mash it up. If you're not familiar with the earthier side of American life, you've got some research to do. Watch some films set in modern American ...


3

You cannot be too mundane, or it will be dreadfully boring. So, what I'm describing is probably just a bit more than the mundane everyday. It's important to have a strong social context. Nobody grows up in a vaccuum. So, make sure that each PC has connections with interesting people, places, or organizations. Even in everyday life, there is always a ...


2

Here's what I do in my heavy-RP games to make the "everyday" engaging. Investment Warning, this does require PC buy-in up front - if they try to play the "orphan loner vigilante" angle like 90% of D&D characters, you're going to have a difficult time. Consider requiring them to generate two relationships with NPCs and one with a PC at character ...


2

See my answer to How can I avoid focusing too much on one player character?. There I describe a technique I (re-)invented the "prologue". The idea is to show that heros have interesting menial tasks/events, like witnessing a minor crime, which might've even been "necessary". Don't concentrate on the examples but on the underlying ideas: What choices does ...


2

From looking at that generator it's not all that modern - it's not medieval, but it seems pretty Civil War-compatible with the exception of the occasional mention of a car or crystal meth. I would thus use: Deadlands Deadlands is a Wild West + magic and fantasy game set in a post-stalled-Civil War America. A gamer in our group just borrowed my sizable ...


2

Ahh, Shadowrun, there's a bunch of fun memories. Thanks for the reminder! I probably miss your finer points, but could you please explain what donjon doesn't do for you? It does do random generation (at the press of a button), and you can configure and style it for what might be a floor plan of a shopping mall or office block, so it must be something else. ...


1

I wanted to do something similar (but for fantasy settings) so I came up with a Tavern generator after reading online about PCG. Some time later I added a City generator based on the same principle. I don't dedicate much time to these tools, so "rough on the edges" is an understatement. But I also maintain a list of other people's tools. Apparently the ones ...


1

I'm gonna go on a little bit of a stretch and suggest Frozen Synapse. Primarily, it's a game. A skirmish simulator. It's about fast paced, close quarter battles in inside environments. And it generates said environments procedurally. It would probably take a little creativity to extract the maps from a game, but said maps are probably ideal for your ...


1

There's two rpgs that I've seen really do this well; but they do it through different means. Primetime Adventures Primetime Adventures has two mechanics which work great and really focus play to make this work. First, Issues. Each character has an Issue, which is a loaded personal issue that the player has chosen for the character. This is a "Flag", the ...



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