Playing THIS with THAT. . .

FR3e + Call of Cthulu was one of my favorite games to run, ever.

I've been a bit interested recently in doing Planescape + FFZ. I think it's possible, I just need to do some tinkering to change around the archetypes.
 

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Not as often as I'd like...

That is to say, I think there is great potential in some systems to portray genres or worlds other then their own which I haven't gotten to explore yet.

I have long believed that Traveller would make an amazing Medieval Fantasy game. Aside from allowing multiple professions and free gear upon 'mustering out', think about the amount of skills and the the 'terms of service'. Is a Wizard wants a lot of magic spells and/or skills he would need to take more and more terms, thus explaining why most powerful wizards were classically old men in grey beards or gnarled old witches. Now, a young person whose simply 'a natural' or 'gifted' might go one or two terms, get a couple of magic abilities and do another term or two as a rogue or warrior. Elegant, simple and very workable in my mind. The Japanese table top RPG Sword World and Sword World 2.0 work in a similar manner.

I've always wanted a way to use Ars Magica for Science Fiction or Science Fantasy (Star Wars perhaps) in a similar vein. Their magic system would be awesome as Psionics or The Force. An individual would have the power but their ability to utilize it would be based on training and skill in various disiplines instead of 'I know Force Push and Lift Yoda' or so equally silly 'spell-like' techniques.

A lot of good ideas in this thread. Keep it going!

AD
"See, that's your problem, Jason. You were never serious about the craft."
 

Every once in a while I get the itch to write up a Rifts campaign in GURPS or HERO... I have some notes, somewhere, that talks about converting mega-damage and the like.
 

Playing THIS with THAT ...

. . . so you ever play THIS with THAT games?

No! I want one system to rule them all. One system to find them and in the darkness bind them! One system to ... ahhhh forget it - too much work! (I want a perfect universal system useable with any and all genres and worlds - but not GURPS. After I design it myself I'll call it PURPS - for Perfect Universal RolePlaying System.:D):p



All seriousness, I think that certain systems can evoke certain feels. A GM that is conversant and proficient in multiple systems would have an advantage in choice of tools to use for the evocation of specific feels or moods. If you've got the game foo, it would be a waste to not use it. I don't feel it would lessen a campaign or game world one bit (unless you coupled the wrong system with the wrong campaign - that would be like having the wrong wine with the wrong food - that's a capital offense in some countries - like France;)).
 


Every time I read something I like in fantasy RPGs I get the urge to use Mutants & Masterminds to play a fantasy game.

Then I remember I'm too lazy to GM and stop.

Supposedly, Warriors & Warlocks is due out soon, and that will use the M&M system for a fantasy RPG.

Pramas

Here's the info for Warriors & Warlocks. We'll be talking more about it on mutantsandmasterminds.com as we get closer to release.

Warriors & Warlocks
A Mutants & Masterminds Sourcebook
Authors: Dale Donovan, Matthew E. Kaiser, Steve Kenson, and Aaron Sullivan
Format: 160 pages, full color, softback
MSRP: $29.95
Product Code: GRR2525
ISBN-10: 1-934547-19-0
ISBN-13: 978-1-934547-19-9

Not all comic books are about costumed heroes fighting crime; many classic comics have featured the fantastical adventures of sword-wielding and spell-casting heroes. Now Warriors & Warlocks takes the Mutants & Masterminds RPG to the realm of fantasy. This beautifully illustrated sourcebook includes information on character design, magic, equipment, villains, monsters, and more. It also includes a Mutants & Masterminds rules companion to Green Ronin's popular Pirate’s Guide to Freeport, along with an introduction and overview of Freeport as a setting for fantasy adventures. Warriors & Warlocks is your go-to guide for comic book sword & sorcery action.

But to answer the original question...

I've used HERO to run a RIFTS game, a supers game set in the campaign world of Space:1889, and had plans to run a 3.X D&D game in that system (but couldn't find any takers). FWIW, I'm pretty sure I could and would do all of the same in M&M for a receptive bunch (esp. if W&W becomes reality).

I've been involved in GURPS crossovers as well- G:VtM (as a playtester) and G: D&D. I had fun, but I'm glad I wasn't the GM.
 
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Every once in a while I get the itch to write up a Rifts campaign in GURPS or HERO... I have some notes, somewhere, that talks about converting mega-damage and the like.

You don't really need to: think of RIFTS mega-damage as the stuff in HERO that goes through resistant/hardened defenses, then set your campaign's power point level accordingly. You want Glitterboys? Make your campaign's power base 200 + disads. You want more Vagabonds? Use the 75+ disads level.
 

Supposedly, Warriors & Warlocks is due out soon, and that will use the M&M system for a fantasy RPG.

I've used HERO to run a RIFTS game, a supers game set in the campaign world of Space:1889, and had plans to run a 3.X D&D game in that system (but couldn't find any takers).
How could I forget! I did run a Supers game using Space:1889, with a good bit of house rules added of course.

I'm intrigued by W&W and really looking forward to it.

AD
 

You don't really need to: think of RIFTS mega-damage as the stuff in HERO that goes through resistant/hardened defenses, then set your campaign's power point level accordingly. You want Glitterboys? Make your campaign's power base 200 + disads. You want more Vagabonds? Use the 75+ disads level.

Well, sure. I was thinking more in terms of setting benchmarks. While I wouldn't want to reproduce the wild disparities caused by the mega-damage rules, I still think it's worth preserving a distinction between conventional weapons and those really powerful attacks.

It also makes some difference whether you run a superheroic (glitter boys and dragons) campaign versus a heroic (headhunters and rogue scholars) one. Then again, with mega-damage being such an important factor, it might be better to run the game in straight up superheroic mode. However, Rifts traditionally functions somewhat in the "loot, repair, and sell" mode that is more heroic.
 

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