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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.


5

The GURPS Transhuman Space line is set in 2100 and is a little more advanced that what you want, but it is a very well realized multi-book setting line. It has a comprehensive timeline so you could "back it up" in time and have some running room of where you know the future's going to go. Actually, you know... OK, so you will probably have to get this from ...


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 ...


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

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


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 ...


3

FreeMarket explores transhuman themes. Characters are on a space station in a post-scarcity society—food, shelter, death, and money are no longer problems. There are no laws on the station, so there is no crime. Your character's wants and reputation are explored during play. This quick YouTube clip highlights what the game offers. Its mechanics are closely ...


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

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

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 ...


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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