I was sitting here, watching The Thing prequel, thinking to myself, "Man, how cool would it be if I got some players together, didn't tell them what kind of game we were playing other than it would be set in the real (real-ish) world, and that the characters would be scientist and researchers in Antartica. Then, I'd go about playing out the plot of The Thing, and see how it goes."
Back in the day (and really, still today) there are games that are nothing more than a set of rules to play out games in a certain genre.
Traveller started out this way. It was indended that people could read a book, maybe Heinlein's Starship Troopers or Herbert's Dune, and then use the Traveller basic rules to play out your game.
This was before Traveller's The Imperium.
And, I'm talking before setting supplements flood the game's system.
GURPS is like this.
d20 Modern is really like this.
I'm talking about taking a set of rules, and then the GM adapting those rules to a campaign without using setting sourcebooks. The GM makes up everything except the core rules. Or, rather, the source material--which, today, could be a book, or a movie, or even a computer game--is used as the supplement for the campaign.
How many GMs out there still do this?
For example, you play through the five Splinter Cell computer games, then you read the five or six Splinter Cell novels. And, you decide to run a short campaign in this universe.
You grab the d20 Modern rulebook (or some other rules of your choice), and then you use the game and the novels as your source data, creating NPCs, agencies, weapons--the whole kit and kaboodle--and then a campaign to play.
Are there GMs out there that still do this?
Or, is the hobby 100% dominated by players and GM who insist on RPG supplemental books in order to have a game.
Avatar would be a good example. Let's say that you really dug that movie and wanted to play a game in that universe. You grab the Traveller rules. You use the movie as your supplemental material. The rest, you completely make up, expanding the universe as your creative juices take you.
Do you do that kind of thing?
Back in the day (and really, still today) there are games that are nothing more than a set of rules to play out games in a certain genre.
Traveller started out this way. It was indended that people could read a book, maybe Heinlein's Starship Troopers or Herbert's Dune, and then use the Traveller basic rules to play out your game.
This was before Traveller's The Imperium.
And, I'm talking before setting supplements flood the game's system.
GURPS is like this.
d20 Modern is really like this.
I'm talking about taking a set of rules, and then the GM adapting those rules to a campaign without using setting sourcebooks. The GM makes up everything except the core rules. Or, rather, the source material--which, today, could be a book, or a movie, or even a computer game--is used as the supplement for the campaign.
How many GMs out there still do this?
For example, you play through the five Splinter Cell computer games, then you read the five or six Splinter Cell novels. And, you decide to run a short campaign in this universe.
You grab the d20 Modern rulebook (or some other rules of your choice), and then you use the game and the novels as your source data, creating NPCs, agencies, weapons--the whole kit and kaboodle--and then a campaign to play.
Are there GMs out there that still do this?
Or, is the hobby 100% dominated by players and GM who insist on RPG supplemental books in order to have a game.
Avatar would be a good example. Let's say that you really dug that movie and wanted to play a game in that universe. You grab the Traveller rules. You use the movie as your supplemental material. The rest, you completely make up, expanding the universe as your creative juices take you.
Do you do that kind of thing?