Let's ignore GURPS for just a second.
If you could snap your fingers right now, and create a game centered around a fictional universe, or even a concept, with rules that were tailored made to fit and function perfectly according to that center, what would it be. I know at least five of you are sweating and rocking back and forth in your seat trying not to type GURPS and hit post, but just humor me.
Pic related, I don't care if it's casual I want it.
>If you could snap your fingers right now, and create a game centered around a fictional universe, or even a concept, with rules that were tailored made to fit and function perfectly according to that center, what would it be. I know at least five of you are sweating and rocking back and forth in your seat trying not to type GURPS and hit post, but just humor me.
You're not as funny as you think you are, but I'd use Marvel Heroic, Legends of the Wulin or Tenra Bansho Zero.
There's a fan rpg in the making but I don't speak moon, and I'm not sure there's any system that can handle the fundamental issues with the universe in a way that would be satisfying for everyone who wanted to play.
I'd like a little something with the treasure and coin collecting of the old Wario games, mixed with the unpredictable nature of the Manifest Destiny/wild wild west, with the mass-competition of trying to get to the top by collecting badges like Pokémon (minus the monsters themselves).
I will never find the right words to fully describe what it is I'm after, but here's the nutshell.
1) Magic is literally the thing holding the world together and is a common and everyday thing which kinda makes Mage unsuitable, I think. (also one of my greatest concerns is the divide between the normals and the casters, in which case hahahahahahahahahaha using Mage).
I'm not sure what it is about already-existing mecha games that rubs me the wrong way, but it seems like they never hit the sweet spot to capture the feeling of a Gundam series. I think the thing that's never right is how important the pilots are - the pilot's stats and skills should account for something like 80% of the fight, otherwise a hero in a ball mech will get insta-gibbed every time. It'd also be nice if the RPG somehow encouraged players to roleplay the campaign's politics, even if it means finding themselves on separate sides of the fight. Heel- and face-turns are simply too important to leave out.
Baroque and kirby. I was working on some Baroque stuff but quit when my players found it to be too creepy.
>I'm tired of a highly refined universal system made by some of the best and most experienced game designers in the industry being good at it's job.
>I also don't know what jack of all trades means or else I would know that if GURPS was a good system it would have to be that.
>A bloo bloo bloo.
Next you're going to tell me how hard GURPS is and how it requires a thorough understanding of differential calculus.
The challenge is that the game is designed around a single player going their own pace, potentially Grinding. How to get that to translate into a Group pnp setting is the biggest problem.
By that extension, Digimon.
A game tailored to telling fantasy stories inspired by the novels/films/series about chosen ones saving the world and achieving their destinies, rather than some weird self-defined genre about nobody adventurers trying to grub up enough treasure to retire that is D&D.
The thing is, that game already exists, and it's 4e. Since every other edition of D&D falls into that afformentioned self-defined genre so much that you probably shouldn't even try to tell a fantasy-novel-esque story, maybe there's validity to the the argument that 4e isn't D&D, but it IS perfect for the type of game I like to run.
I suppose it could stand to be refined a bit, with some of the vestigial names/elements from older editions of D&D removed: E.G.removing class names for simply "Role+Source, fluff it yourself, but if you're uncreative here are some possibilities," and replacing the six stats with Power, Finesse, and Spirit, because at the end of the day that's all the stats really boil down to in 4e anyway, since almost nobody ever pumps two of the same save stat.
>INB4, 4e but refined, try 13th age and STRIKE!
I did, but I don't want to lose my tacticool combat baby with the six-stat old-class-names bathwater.
Yeah, but then that creates the Stating issue and shit, like would a Level 15 Charmander be as strong as a level 15 Snorlax? This could create the issue of 1>2>3 being stronger early on while Pokemon Sith 3 stage evolution being strongest at the end if they actually get their.
Probably be safest in most campaigns to take a a 2 Stage, so you have moderate power throughout.
Not OP but that's exactly why I hate GURPS. I don't want to do fucking math to play, I want to hit shit with my sword without having to look for a the goddam rules about blocking, parrying, deflecting, side stepping and all this fucking annoying boring math.
For some people that LOVE looking for all the books and cranies to absolutely optimize their damage, hitting chance, blocking and whatever, fine, it's a your.
I tried to play one time and found it so bogged down in so minor fucking details I physically retched in repulsion so much it was tedious and unfun
GURPS can do anything as long as you aren't looking for fun
Quote me on this
I'm just saying. His complaint is that he doesn't want to do things or think too hard. Like if he can't handle a few different rules or stats, he's probably best off playing some kind of ultralite system
The problem with emulating that genre is actually based in the gameplay, not anything else. That genre tends to require that one person be THE protagonist. The story revolves around them and the other characters are defined by their relation to them. RPGs are, normally, collaborative and in almost all cases played in groups by multiple players. While it's certainly possible a certain group might agree that one of them should be more important than all of the others (essentially giving him the right to hog the spotlight and dramatically prattling around him the whole story long), this isn't the type of attitude fa/tg/uys are known for.
The closest I've seen to trying to do something like that is Cinematic Unisystem, which has different starting stats for (and offers an attempt to balance) Main Heroes and Supporting Characters, but in practice nobody wants to be thought of as a "Supporting Character" while someone else on the table is the legitimate "Hero", even if you get more Drama Points for it.
Lots of projects don't achieve their stated purpose: unfortunate but true. Still, it shouldn't discourage others from trying.
Their failing is that they tried to make the game work both with and without tacticool combat, which necessitated making all the power options that don't lose much utility if there wasn't a tacticool grid. Ultimately, this severely reduces the number of tacticool grid options available, making it still feel like a 13th age type deal.
A valiant effort, but it ultimately fell short.
>The problem with emulating that genre is actually based in the gameplay, not anything else.
4e does this just fine, and all that stuff you said about there needing to be one protagonist is bunk, because you can totally have a group of destined adventurers without having to make one the official protagonist (though many will fall into archetypes.) Warriors of Light bro.
ugh. You clearly haven't played CInematic Unisystem, or really don't understand what I'm talking about. I absolutely HATE the Unisystem, Cinematic or no, and the cinematic system suffers from the problem of losing drama points when you gain abilities, and having to lose abilities to drop your drama point cap, leading to perpetual sideways advancement, which can be interesting, but nothing like the genre I'm talking about.
Basically, 4e already does exactly what I'm asking for, with the only noticeable flaws being vestigial D&D organs, and combat being a bit too long.
Eh, different strokes for different folks. I like having a ton of options in a fight other than just "swing my sword", but I could totally see how the tons of rules could feel excessive or overwhelming. Sorry for calling you a lazy idiot
Well yeah, but character creation is a lot more complicated, and there are generally a lot more options and variables to keep under consideration. If you're trying to go for fact, high fantasy heroism, that might not be the sort of thing you want.
Dude, Strike has essentially two unconnected sets of mechanics: "tactical combat" and "everything else". They don't interact and you can't use your tactical combat powers outside of tactical combat
Let me rephrase: STRIKE! powers underutilize the grid element of tactical combat. I suspect this was because they wanted the combat to be playable with or without a grid, based on party/GM preference, because that would make any power that relied to heavily on grid elements underpowered in a game that wasn't using a grid.
Everything I was talking about was fully within the purview of combat, not their disconnected out of combat rules, which I quite like.
>Trying for Cinematic Heroism over Gritty Simulationism
Pick one buddy, because you can't have both. GURPS isn't setting, magic, or technology-level dependent, but it IS dependent on a few atmospheric/genre assumptions.
high powerered rags to riches adventuring with lots of magic items and monsters to fight
basically 3e with all its problems fixed (especially the fucking skill system holy shit its horrible)
Ork RPG, where players build vehicles and dakka, and partake in a spekul Orps kommandu, going on missions to startle the enemy, so that they call in more enemies the orks can fight. After all, a big WAAAGH is a good WAAAGH!
The building of vehicles/dakka is based around shitty crayon drawings, and scrap cost per part.