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What system would you run Assassin's Creed in?
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<blockquote data-quote="Lenny J" data-source="post: 7237879" data-attributes="member: 6907934"><p>An important note: You <em>need</em> to be familiar with Assassin's Creed in <strong>heavy</strong> detail for something like that to work. Not only that, but you should also <u>know the respective system inside-out and backwards</u>. I was considering running an AC game and spent a lot of time thinking of systems to use and came up with a few choices.</p><p></p><p>1. Shadowrun has a decent system... <u>if you know how to run it.</u> From my experience, missing a single rule lets the system just fall to pieces. This goes back to the knowing the system inside-out and backwards. It's a great system for Assassin's Creed simply by the way the stats and skills work, and the design of the character sheet. Both of these resemble a very animus-esque style. The damage being a damage track that reduces your checks. Because it is assassin's creed, you would have to find a way to throw out / change the races that aren't Human. Then throw out rules for spell casting and the matrix since you wouldn't need them... All of this being said; It is, again in <em>my experience</em>, <strong><u>Hard to learn.</u></strong> I mean it, it takes some time, and I still don't properly know the system. The sessions I've played in have sucked, but I hear with a good DM and the right rules its pretty fun</p><p></p><p>2. Call of Cthulhu. The Pros: It's a neat system and definitely unique and realistic. The Cons: It is a very Niche system and is almost exclusively Horror unless you <em>really</em> rework some stuff and you're an expert to the system. I would not recommend this.</p><p></p><p>3. The other option I found is a system called Genesys. Here's the catch: <u>It's not out yet.</u> It's made by Fantasy Flight and most of their games turn out great. Essentially it is their Star Wars RPG System which seems very underplayed, but it can be played in any setting with stats for things non-starwars (since their rulebooks respectively are <em>strictly</em> starwars. It is, by all means, a great system, and the same system. The dice are exactly the same. The system is built less on the concept of Health Points and Damage, and more on the narrative side. You have special dice with symbols. Both positive dice and negative dice have counterparts. Symbols are Success, Advantage, Failure, Threat; and then there is Triumph and Despair for your crit and crit fail. Successes cancel Failures, Advantages cancel Threats, <strong>but</strong> Triumphs and Despairs <strong><u>do not</u></strong> cancel each other. The idea is pretty simple afterwards. Cancel out symbols until you have a pool of dice symbols, then those symbols are spent to do things like succeed your check, but its used as narrative aid. for example, a failure with 3 advantages could allow me to instead disarm the enemy.It's a really cool system and I <em>implore</em> you to check it out. It is also relatively easy to learn, but its pricey. If you <em>ever</em> plan on running a game in the starters universe you <em>have to</em> use their system. They actually work with destiny so the things printed in their books are as close to canon as you can get. It's the canon tabletop essentially.</p><p></p><p></p><p>For my campaign I will be using Genesys. (Unless I can learn Shadow-Run really well.)</p><p></p><p>I hope this helped.</p></blockquote><p></p>
[QUOTE="Lenny J, post: 7237879, member: 6907934"] An important note: You [I]need[/I] to be familiar with Assassin's Creed in [B]heavy[/B] detail for something like that to work. Not only that, but you should also [U]know the respective system inside-out and backwards[/U]. I was considering running an AC game and spent a lot of time thinking of systems to use and came up with a few choices. 1. Shadowrun has a decent system... [U]if you know how to run it.[/U] From my experience, missing a single rule lets the system just fall to pieces. This goes back to the knowing the system inside-out and backwards. It's a great system for Assassin's Creed simply by the way the stats and skills work, and the design of the character sheet. Both of these resemble a very animus-esque style. The damage being a damage track that reduces your checks. Because it is assassin's creed, you would have to find a way to throw out / change the races that aren't Human. Then throw out rules for spell casting and the matrix since you wouldn't need them... All of this being said; It is, again in [I]my experience[/I], [B][U]Hard to learn.[/U][/B] I mean it, it takes some time, and I still don't properly know the system. The sessions I've played in have sucked, but I hear with a good DM and the right rules its pretty fun 2. Call of Cthulhu. The Pros: It's a neat system and definitely unique and realistic. The Cons: It is a very Niche system and is almost exclusively Horror unless you [I]really[/I] rework some stuff and you're an expert to the system. I would not recommend this. 3. The other option I found is a system called Genesys. Here's the catch: [U]It's not out yet.[/U] It's made by Fantasy Flight and most of their games turn out great. Essentially it is their Star Wars RPG System which seems very underplayed, but it can be played in any setting with stats for things non-starwars (since their rulebooks respectively are [I]strictly[/I] starwars. It is, by all means, a great system, and the same system. The dice are exactly the same. The system is built less on the concept of Health Points and Damage, and more on the narrative side. You have special dice with symbols. Both positive dice and negative dice have counterparts. Symbols are Success, Advantage, Failure, Threat; and then there is Triumph and Despair for your crit and crit fail. Successes cancel Failures, Advantages cancel Threats, [B]but[/B] Triumphs and Despairs [B][U]do not[/U][/B] cancel each other. The idea is pretty simple afterwards. Cancel out symbols until you have a pool of dice symbols, then those symbols are spent to do things like succeed your check, but its used as narrative aid. for example, a failure with 3 advantages could allow me to instead disarm the enemy.It's a really cool system and I [I]implore[/I] you to check it out. It is also relatively easy to learn, but its pricey. If you [I]ever[/I] plan on running a game in the starters universe you [I]have to[/I] use their system. They actually work with destiny so the things printed in their books are as close to canon as you can get. It's the canon tabletop essentially. For my campaign I will be using Genesys. (Unless I can learn Shadow-Run really well.) I hope this helped. [/QUOTE]
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