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post #151 of 177
Thread Starter 
post #152 of 177
Wow, no kidding. I was just at the site last night, too, so this must be brand new.

About time DC characters had a playable game, too. I had a certain fondness for Mayfair's DC Heroes, but the double-chart system was a bit much for a superhero action game. West End's DC Universe just blew. Adapting their D6 system to high-powered superheroes was a monumentally bad idea.
post #153 of 177
Thread Starter 
They had teasers out on their Twitter feed that something big was coming as early as today, and called it "the calm before the storm". Which led a lot of people to speculate they'd gotten the TORG license. But this is even bigger.
post #154 of 177
fuck yeah somebody stat out Kamandi asap
post #155 of 177
I'm curious to see whether the M&M system will change enough to make this a worthwhile investment for people who already own the original game. It might be worth it just for the character stats. If I need a Batman-like character, I just pull up Batman.
post #156 of 177
Thread Starter 
Over at RPG.net they're excited to see the Green Lantern stats. Apparently mimicking his powers in the current rules is a bit of a headache, and they're curious to see how they pull it off.
post #157 of 177
Thread Starter 
There's also some talk that since the game is being called DC Adventures, it's going to be set in the animated DCU, since most of the comics based on that have "Adventures" in the title.
post #158 of 177
One reason the official DC via M&M mechanics is a good thing is because the core system is so easily abusable. If everyone isn't on the same page from the beginning things can get really out of hand. By establishing stats and powers for well known and icon superheroes/villains, it makes the game much easier to balance right out of the gate.
post #159 of 177
Actually, I've found M&M to be one of the least abusable superhero RPG's I've ever played. Any game with a laundry list of powers and modifiers is wide open to abuse, but M&M is better thought out than most. Don't even get me started on Champions.
post #160 of 177
That's interesting news indeed. I've liked what little I've seen of Mutants and Masterminds and heard mostly good things about it. Sadly, my RPG group has no interest in the superhero genre.
post #161 of 177
I've played just about every superhero RPG there is. M&M is my favorite.
post #162 of 177
Are there any online resources that would explain to a complete newbie what a pen-and-paper RPG is, what's involved, what to expect? One of my players told me her friend is interested in playing our Savage Worlds supers game but has absolutely no context as to what's involved and wants some reading before she actually dives in. I'd rather just email her some links rather than have her sit down with a book. I've been doing some cursory Google searches, but not finding much. Thanks in advance.
post #163 of 177
Most modern roleplaying games come with an intro section that explains what roleplaying games are and how they're played for beginners. I've never looked at Savage Worlds. But most of the games I own have that intro.
post #164 of 177
Thread Starter 
I'd say the best thing would be to let her watch a session. Let her be free to ask questions, and prepare your group beforehand so they can expect a little slower pace. Seeing the concept alive and breathing in front of her is a far better introduction, and it'll give her a little insight to the personalities at the table.
post #165 of 177
Quote:
Originally Posted by Greg David View Post
Most modern roleplaying games come with an intro section that explains what roleplaying games are and how they're played for beginners. I've never looked at Savage Worlds. But most of the games I own have that intro.
The section in SW is a little lacking, in my opinion, and like I said, she just wants me to email her some links rather than sit down with a book (never met her). I copy-pasted the Wikipedia article on RPGs and dug up an article from something called RPG Advocacy.
post #166 of 177
Quote:
Originally Posted by Richard Dickson View Post
I'd say the best thing would be to let her watch a session. Let her be free to ask questions, and prepare your group beforehand so they can expect a little slower pace. Seeing the concept alive and breathing in front of her is a far better introduction, and it'll give her a little insight to the personalities at the table.
That's a good idea. And Savage Worlds is flexible and simple enough that she could probably play a few NPCs toward the end of the session if she were so inclined.
post #167 of 177
By the way, my gang has been playing Aces and Eights lately. If you haven't heard of it, it's an RPG of the western. The combat is a lot of fun, and fairly detailed and brutal.

My two complaints:

The character creation system is the most overwrought, over-designed piece of shit I've ever seen. It take way, way too long to make a character for the amount of information you end up with. A simple percentile skill shouldn't be that complicated.

Alternate history, with changes to the Civil War and all that wankery. I'd rather play in real history. There are resources on the web for real history. The Confederate army occupying Delaware? A sovereign Indian nation? No thank you.
post #168 of 177
Thread Starter 
I've joined up with a Warhammer Fantasy Roleplaying Game campaign, the newest edition using all the little fiddly bits, and I'm loving it. Not enough to drop $100 on the core game set, but they're releasing a player's guide and a game master's guide that have all the rules plus rules for playing without the cards and counters. Love the dice mechanic though. It seems daunting at first, but it become really intuitive once you understand it.
post #169 of 177
Thread Starter 
Quote:
Originally Posted by Greg David View Post
Alternate history, with changes to the Civil War and all that wankery. I'd rather play in real history. There are resources on the web for real history. The Confederate army occupying Delaware? A sovereign Indian nation? No thank you.
And, if you're gonna do that, you might as well play Deadlands and get all the supernatural goodness.
post #170 of 177
I'm actually preparing to run my very first campaign. I've cribbed the lore and universe from Freespace(Great War era), and I'm using BESM, since it's really easy and the group's pretty familiar. Nobody in the group's played either game, so as cheap as it is, I've plucked some major plot bits from it to throw around. Character creation's just about wrapped up, and the first session's on Sunday. Wish me luck!
post #171 of 177
Quote:
Originally Posted by bendrix View Post
Are there any online resources that would explain to a complete newbie what a pen-and-paper RPG is, what's involved, what to expect?
Here you go. It's focused on D&D, but applicable across the board I should think.
post #172 of 177
Thread Starter 
RPGNow is offering a bundle of $700 in RPG PDFs for a $25 donation to help with relief efforts for the flooding in Pakistan. There's at least seven or eight complete games in the bundle, including Exalted, Dragon Warriors, HarnMaster and Spycraft, so it's a solid package and it's for a good cause.

Their sister site, DriveThruComics, is also offering a bundle of PDF comic books for $10.
post #173 of 177
I was lucky enough to hook up with some old friends last weekend, and we gamed some old-school 2nd edition D&D set in FR. We hadn't looked at those character sheets in more than 10 years, but we picked it up pretty quickly.
post #174 of 177
I finally get to play Mutants & Masterminds!

I've owned all three editions, and never played any of them. A friend has started a Saturday game. He's one of these people who has a talent for getting people to show up for stuff. Being a meat-grilling wizard probably helps him.

The interesting part is that we're doing a shared world where any member of the group can take over and GM a storyline. He's set up a wiki and given everybody a password with free reign to add to the world and its history. It's a cool idea.
post #175 of 177

My group has been doing Pathfinder for a while now, but we decided it's time to change things up - so we're going to do a campaign set in Middle-Earth using D& 3.5.  The system isn't the best for the setting, but majority rules.  I still have all my old MERP stuff; going to use it more for background than adventures.  Going to adapt generic modules to suit a storyline which will run, hopefully, from around T.A. 2939 well into the Fourth Age.  Gotta paint a lot of minis as well - not too happy that GW has the rights to the LOTR line. 
 

post #176 of 177
Thread Starter 

My group is ridiculously excited about the Deadlands Noir game than Shane Hensley has up over on Kickstarter.  It's basically the Deadlands setting moved forward to the 1920s-30s in New Orleans.  He's already raised way above and beyond what he set out to raise, so it might convince him to do more than just the one-off rulebook he had planned.

post #177 of 177
Quote:
Originally Posted by Richard Dickson View Post

My group is ridiculously excited about the Deadlands Noir game than Shane Hensley has up over on Kickstarter.  It's basically the Deadlands setting moved forward to the 1920s-30s in New Orleans.  He's already raised way above and beyond what he set out to raise, so it might convince him to do more than just the one-off rulebook he had planned.

 

I watched the adults play this in my local store when I was a youth. I really wanted to play Deadlands. It looked like so much fun. The card aspect was enough to make it fun for me. I was always a CCG player and basic card player (Canasta, Rook, Spades, Bridge, poker, etc.) that  I loved the idea.

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