What should I choose for my next system?

What system should I use for my new campaign?

  • Basic Roleplaying by Chaosium

    Votes: 16 32.7%
  • Savage Worlds

    Votes: 16 32.7%
  • Something else (please specify)

    Votes: 17 34.7%

  • Poll closed .

Retreater

Legend
I'm looking at starting to GM a new campaign in a couple of months, so the planning stages are drawing near. I'm trying to find the system that would work best for the idea I have and to meet the needs of the gaming group.

The general idea for the campaign is a roughly modern setting where the characters are engaged in a covert war against psionically enhanced villains.

For the system I want something that can accomodate this - or multiple genres. I would like something cheap to get into and rules lite, because I don't know if the system will stick with my group and I don't want a big monetary or time obligation on their part. We want enough rules only so things can be tactically interesting with some variety.

In the past we tried GURPS. It didn't work because of the advantages and disadvantages system (example: alcoholic character "roll to see if I'm getting drunk.")

I'm leaning to Basic Roleplaying by Chaosium, but I've heard that Savage Worlds should be up for consideration as well. (Though it seems a little needlessly complex for my tastes as well as incomplete in its Explorer's Edition.)

Do you think either system would work well or can you suggest something else?

Retreater
 

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Maybe True20. . .? It isn't particularly complex, plays pretty fast, has tactical options if you want them, does multiple genres straight out of the one inexpensive book (particularly the current [i.e., revised] edition). There are also at least a couple of True20 settings that might be very close to what you're aiming for, by the sounds of it.

Of course, if you don't like d20 in any form, forget it, and try something else istead.

I've heard plenty of good things about the BRP book, and Savage Worlds as well. So, I'd say you have three totally viable choices already. :)

You could check out whatever quick start / demo PDFs there might be for each (I know there's one at the website I linked to above, and there should be some for the other two, I suspect).
 

I've heard that Savage Worlds should be up for consideration as well. (Though it seems a little needlessly complex for my tastes as well as incomplete in its Explorer's Edition.)

"needlessly complex"? Well, it's really not complex.

I havn't compared the revised edition with the explorer's edition, but I think the latter does include the complete rules.

Have you looked at the free test drive rules for Savage Worlds?

http://www.peginc.com/Downloads/SWEX/TD06.pdf

Bye
Thanee
 



needlessly complex"? Well, it's really not complex.

I havn't compared the revised edition with the explorer's edition, but I think the latter does include the complete rules.

Have you looked at the free test drive rules for Savage Worlds?

I do own the explorer's edition. Maybe it's something about the way it's written or presented, but I'm just confused about the rules. I find it far more complex than GURPS or d20. And something about passing out bennies, collecting tokens, and dealing cards ...

I'll check out the test drive and see if it's assembled more logically than the explorer's edition.
 


In the past we tried GURPS. It didn't work because of the advantages and disadvantages system (example: alcoholic character "roll to see if I'm getting drunk.")
Well, a tighter grip on those is almost always needed and the games that have them often suggest GM involvment. Not only to reign in powergamers, but to excise the ones that will have too much impact beyond the character. Sadly Savage words IS a Slaps and Beanies system.

[sblock=Savage worlds Edges& Hindrances]
So you might be looking at a couple of Savage Worlds characters and thinking “Hmm. These guys both have a d8 in Fighting. What makes them different?” That’s where Edges and Hindrances come in. These all-important feats and drawbacks are what make two otherwise similar fighters VERY different from one another.
The list below will get you through playing the characters in our free adventures. For more details, you’ll want to check out the actual Savage Worlds rulebook.
Hindrances
All Thumbs (Minor): -2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
Anemic (Minor): -2 Vigor to resist sickness, disease, poison, or environment
Arrogant (Major): Must humiliate opponent, challenge the ‘leader’
Bad Eyes (Minor/Major): -2 to attack or notice something more than 5” distant
Bad Luck (Major): One less benny per session
Big Mouth (Minor): Unable to keep secret, blabs at wrong time
Blind (Major): -6 on all actions that require vision; -2 on social rolls, gain additional Edge
Bloodthirsty (Major): Never takes prisoners; -4 Charisma if known
Cautious (Minor): Character is overly careful
Clueless (Major): -2 to most Common Knowledge rolls
Code of Honor (Major): The character keeps his word and acts like a gentleman
Curious (Major): Character wants to know about everything
Death Wish (Minor): Character wants to die after completing some task
Delusional (Minor/Major): Character suffers from grave delusions
Doubting Thomas (Minor): Character doesn’t believe in the supernatural
Elderly (Major): Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts
Enemy (Minor/Major): The character has a recurring nemesis of some sort
Greedy (Minor/Major): The character is obsessed with wealth
Habit (Minor/Major): Charisma -1; must make Fatigue rolls when deprived of Major Habits
Hard of Hearing (Minor/Major): -2 to Notice sounds; automatic failure if completely deaf
Heroic (Major): The character is a true hero and always helps those in need
Illiterate (Major): The character cannot read or write.
Lame (Major): -2 Pace and running die is a d4
Loyal (Minor): The hero tries to never betray or disappoint his friends
Mean (Minor): The character suffers -2 to his Charisma for his ill-temper and surliness
Obese (Minor): +1 Toughness, -1 Pace, d4 running die
One Arm (Major): -4 to tasks requiring two arms
One Eye (Major): -1 Charisma, -2 to rolls requiring depth perception
One Leg (Major): Pace –2, d4 running die, -2 to rolls requiring mobility, -2 to Swimming skill
Outsider (Minor): -2 Charisma, treated badly by those of the more dominant society
Overconfident (Major): The hero believes he can do anything
Pacifist (Minor/Major): The character fights only in self-defense as a Minor Hindrance, and won’t fight living creatures under any circumstance as a major Hindrance
Phobia (Minor/Major): -2 or –4 to trait tests when near the phobia
Poverty (Minor): Half starting funds, general inability to hang onto future income
Quirk (Minor): The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame
Small (Major): -1 Toughness
Stubborn (Minor): The character always wants his way
Ugly (Minor): -2 Charisma due to the character’s less-than average appearance
Vengeful (Minor/Major): Character holds a grudge, will kill to settle the score as a Major Hindrance
Vow (Minor/Major): The hero has a pledge to himself, a group, a deity, or a religion
Wanted (Minor/Major): The character is a criminal of some sort
Yellow (Major): The character is cowardly and suffers -2 to his Guts rolls
Young (Major): 3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per session11
Edges
Edges sometimes have Requirements. These are listed in parentheses after the Edge. N is Novice Rank, S is Seasoned, etc. Attribute requirements are listed as A=Agility, St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.
Ace* (N, A d8): +2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
Acrobat* (N, A d8, St d6): +2 to Agility tricks; +1 Parry if unencumbered
Alertness* (N): +2 Notice
Ambidextrous* (N, A d8): Ignore -2 penalty for using off-hand
Arcane Background* (N): Allows access to supernatural powers
Arcane Resistance* (N, Sp d8): Armor 2 vs. magic, +2 to resist magic effects
Improved Arcane Resistance* (N, Arcane Res.): Armor 4 vs. magic, +4 to resist magic effects
Attractive* (N, V d6): Charisma +2
Very Attractive* (N, Attractive): Charisma +4
Beast Bond (N): Character may spend bennies for his animals
Beast Master (N, Sp d8): You gain an animal companion
Berserk* (N): Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
Block (S, Fighting d8): Parry +1
Improved Block (V, Block): Parry +2
Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr
Champion* (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): +2 damage and Toughness vs. supernatural evil
Charismatic (N, Sp d8): Charisma +2
Combat Reflexes (S): +2 to recover from being Shaken
Command (N, Sm d6): +1 to troops recovering from being Shaken within 5”
Common Bond (N, Wild Card, Sp d8): May give bennies to companions in communication
Connections (N): Call upon powerful friends with Persuasion roll
Danger Sense (N): Notice-2 to detect surprise attacks/danger
Dead Shot (WC, S, Shoot/Throw d10): Double ranged damage when dealt Joker
Dodge (S, A d8): -1 to be hit with ranged attacks
Improved Dodge (V, Dodge): -2 to be hit with ranged attacks
Fast Healer* (N, V d8): +2 to natural healing rolls
Fervor (V, Sp d8, Command): +1 melee damage to troops in command
First Strike (N, A d8): Automatically attack one foe who moves adjacent per round
Improved First Strike (H, First Strike): Automatically attack all foes who move adjacent
Fleet-Footed (N, A d6): +2 Pace, d10 running die instead of d6
Florentine (N, A d8, Fighting d8+): +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
Followers (L, WC): Attract 5 henchmen
Frenzy (S, Fighting d10): 1 extra Fighting attack at -2
Improved Frenzy (V, Frenzy): As above but no penalty
Gadgeteer* (N, AB (Weird Science), Sm d8, Repair d8 Weird Science d8, two scientific Knowledge skills d6): May “jury-rig” a device with any available power once per game session
Giant Killer (V): +1d6 damage when attacking large creatures
Hard to Kill (N, WC, Sp d8): Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
Harder to Kill (V, Hard to Kill): 50% chance of surviving “death” by some unlikely means
Healer (N, Sp d8): +2 to all Healing rolls and the healing power if applicable.
Hold the Line! (S, Sm d8, Command): Troops have +1 Toughness
Holy/Unholy Warrior* (N, AB (Miracles), Sp d8, Faith d6): Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
Inspire (S, Command): +1 to Spirit rolls of all troops in command
Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): +2 Investigation and Streetwise
Jack of All Trades* (N, Sm d10): Ignore -2 untrained penalty for skills linked to Smarts
Level Headed (S, Sm d8): Act on best of two cards in combat
Improved Level Headed (S, Level Headed): Act on best of three cards in combat12
Luck* (N): +1 benny per session
Great Luck* (N, Luck): +2 bennies per session
Marksman (S): Character gets the aim maneuver (+2 Shooting) if he does not move
McGyver* (N, Sm d6, Repair d6, Notice d8): No penalties due to lack of equipment
Mentalist* (N, AB (Psionics), Sm d8, Psionics d6): +2 to any opposed Psionics roll
Mighty Blow (S, Wild Card, Fighting d10): Double melee damage when dealt Joker
Mr. Fix It* (N, AB (Weird Science), Sm d10, Repair d8, Weird Science d8, two scientific Knowledge skills at d6): +2 to Repair rolls, halve normal Repair time with raise
Natural Leader (N, Sp d8, Command): Leader may give bennies to troops in command
Nerves of Steel (N, WC, V d8): Ignore 1 point of wound penalties
Improved Nerves of Steel (N, Nerves of Steel): Ignore 2 points of wound penalties
New Power (N, AB): Character gains one new power
Noble* (N): +2 Charisma; Character is noble born with status and wealth
No Mercy (S): May spend bennies on damage rolls
Power Points (N, AB): +5 Power Points, once per rank only
Power Surge (S, arcane skill d10): +2d6 Power Points when dealt a Joker
Professional (L, d12 in trait): Trait becomes d12+1
Expert (L, Professional in trait): Trait becomes d12+2
Master (L, WC, Expert in trait): Wild Die is d10 for one trait
Quick* (N, A d8): Discard draw of 5 or less for new card
Quick Draw (N, A d8): May automatically draw weapon as a free action
Rapid Recharge (S, Sp d6, AB): Regain 1 Power Point every 30 minutes
Improved Rapid Recharge (V, Rapid Recharge): Regain 1 Power Point every 15 minutes
Rich* (N): 3x starting funds, $75K annual salary
Filthy Rich* (N, Noble or Rich): 5x starting funds, $250K annual salary
Rock and Roll! (S, Shooting d8): Full-auto penalty is -1 instead of -2
Scholar* (N, d8 in affected skills): +2 to two different Knowledge skills
Sidekick (L, WC): Characters gains a Novice WC sidekick
Soul Drain (S, Special): Special
Steady Hands (N, A d8): Ignore unstable platform penalty for mounts or vehicles
Sweep (N, St d8, Fighting d8): Attack all adjacent foes at -2
Improved Sweep (V, Sweep): As above but with no penalty
Strong Willed (N, Intimidate d6, Taunt d6): +2 Intimidate and Taunt, +2 to resist
Thief* (N, A d8, Climb d6, Lockpick d6, Stealth d8): +2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or disarming traps
Tough as Nails (L): Toughness +1
Improved Tough as Nails (L, Tough as Nails): Toughness +2
Trademark Weapon (N, Fighting or Shooting d10): +1 Fighting or Shooting with one particular weapon
Improved Trademark Weapon (V, Trademark Weapon): +2 Fighting or Shooting with one particular weapon
Two-Fisted (N, A d8): May attack with a weapon in each hand without multi-action penalty.
Weapon Master (L, Fighting d12): Parry +1
Master of Arms (L, Weapon Master): Parry +2
Wizard* (N, AB (Magic), Sm d8, Knowledge (arcana) d8, Spellcasting d6): Each Spellcasting raise reduces cost of spell by 1 point
Woodsman* b (N, Sp d6, Survival d8, Tracking d8): +2 Tracking, Survival, and Stealth(while in Wilderness)
*Background or Professional Edge—must be chosen during character creation or with GM approval thereafter.
[/sblock]
 

I do own the explorer's edition. Maybe it's something about the way it's written or presented, but I'm just confused about the rules. I find it far more complex than GURPS or d20. And something about passing out bennies, collecting tokens, and dealing cards ...

I'll check out the test drive and see if it's assembled more logically than the explorer's edition.

Try to test drive it too. I found that SW works much better in play than it reads.

Oh, and I agree that the presentation can be confusing. For the Solomon Kane game, I prepared my own list that arranged edges according to level. I don't know why Pinnacle insists on comingling edges for a starting character with those for more advanced characters.
 

Cheap and relatively uncomplicated? Or, at least it's complication you already know? Modern setting? Psionic threats?

Here's the entire d20 Modern system reference document from Wizards' site. d20 ModernSystem Reference Document

It's got everything you're looking for. Plus, you can import anything from D&D that you might need just in case.

If you like it, the investment is still relatively minor; the core rulebook and maybe one or two splatbooks should cover you.
 

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