Playing THIS with THAT. . .

Well, you can tweek defenses with package deals- certain materials could be Ablative, for instance. That would let certain things walk around with tremendous defenses for not a lot of points...

Or perhaps standard defenses would be made cheaper by making them only 1/2 as effective against Killing Attacks etc.

Mainly, its a matter of finding your desired power ratio.

The second question would be whether you want to stay with HERO's inherent mechanical method of PC balance or whether you want to mimic RIFT's complete disregard for balance between classes. If the latter is desired, you build your "classes" with different point bases- the aforementioned 75pt Vagabond and the 200pt Glitterboy co-exist in the same campaign as PCs.

If its the former, you'll have to figure out what classes you'll eliminate or have PCs build towards.
 
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I've run a lot of different things with Savage Worlds, including Scion. It hasn't disappointed; SW is very suited to my GMing style. Coming soon: Savage Unknown Armies!

I want to run Savage Scions vs. the Unknown Call of Cthulhu: Scions fighting occult underground freaks, adepts, and avatars and Cthulhu cultists and monsters at the behest of their divine parents who may not be what they seem...
 

Not really the same thing, but I was recently part of a d20 Apocalypse group that, in order to unlock Bill Gates' cryogenic freezing chamber, had to win a video game that just happened to be 4e's battle with Irontooth from Keep on the Shadowfell.
 


Does having plans for running Ravenloft: Masque of the Red Death using the SW: Saga rules count? :D

Hand over the notes or the Innocent/Wookie dies. ;-)

(I took one SAGA system into the Mists twelve/eleven years ago, and I've been considering how to do it with the other WotC system that now shares the name . . . :-) )
 


3E D&D --> D6 homebrew --> 3.5 D&D gestalt --> different D6 homebrew --> (in the future) 4E, using the same characters in one contiguous campaign, in an Arthurian setting.

In every case, the characters have to be remade from scratch, and yet the story doesn't miss a beat for it. Narrative is the purpose of our play.
 

You might want to have a look at this then, for some ideas, at the least: Sword & Sorcery Saga

Yeah, I DL'd this and really like it also. Gneech has some good stuff there. I've been mining it the last couple of months for things for my own houserules. When you really think about it, Star Wars itself (the movie) is more fantasy than Sci-Fi. It goes to show just how well the rules system went in modeling Star Wars in that it can work so well for Sword & Sorcery Fantasy.
 

D&D Earth
Players start in a fantastical version of China at the beginning of the 13th Century. The world has no humans dominating everything so each culture is represented by a different group of humanoids (taking a cue from Eberron, I ignore the alignments from the Monster Manual). Southern China is ruled by the hobgoblins, northern China by bugbears from Manchuria, and Mongolia is home to the goblin tribes. Using Fantasy Saga rules.

Stargate: Faerun
In Victorian era England we discovered a portal to another world (looks like the one in the Stargate movie). On the other side of the gateway lies a post-apocalypse Forgotten Realms. Imagine it's like exploring the jungles of South America and finding mythical creatures (i.e. Dungeons & Dragons monsters). Lots of ruins to explore which have been mostly reclaimed by nature. Using E6 rules.

Project: Force
Top Secret/S.I. or Ninjas & Superspies in modern times facing communists and terrorists. The wrinkle is, what would the modern world look like if The Force (as presented in Star Wars) existed and was known by a few. No jedi order, no spaceships, no lightsabers, and no blasters. Think James Bond or perhaps I'd turn back the clock to World War II. Using Star Wars Saga Edition rules.

Marines in Space
A spaceship folds space, crashes on earth, no aliens survive, and years later in 1980 the technology is found an exploited by humans. By 2000 space travel is mainstream. In the near future we figure out fold-space technology and travel instantly to other solar systems or so we think. The Theory of Relativity has some issues with faster-than-light travel and my wife is a physicist so I created this campaign to appease her. Instead of traveling across the galaxy, fold-space movement instead shifts the vehicle to parallel dimensions. Nearby parallel dimensions are so similar to ours that it is almost impossible to tell from star charts that you haven't crossed great distances. Using D20 Future rules I suppose, but I'm open to any better ideas (Alternity?).

Some lesser ideas I'm tinkering with (not really original either):
Eberron by Night: Using the World of Darkness rules.
Warhammer 40,000 or RIFTS: Using Mutants & Masterminds rules.
The next story arc of my homebrew campaign world. Using D&D 4th Edition rules.
Gamma World! Stealing heavily from the Teenage Mutant Ninja Turtles Roleplaying Game but not using Palladium rules.​

Previously posted here - http://www.enworld.org/forum/genera...t-would-your-next-campaign-3.html#post3840193
 

I've run Shroompunk (think Mario Bros as written by George R.R. Martin) in both HARP and Shadowrun 4e, and I've got most of the conversions written to run it in Street Fighter. (Based on my own Street Fighter House Rules.)

Shadowrun actually provides the more heroic feel to it, partially because I turned the power level up and partially because the injuries and combat in Shadowrun are so much less deadly. Next time I run Shroompunk HARP, I'll be taking more liberties with the rules in order to give it more of a wuxia feel.

When I first started planning my Planescape/Star*Drive crossover, it was before Third Edition and d20 Modern, so I was running it in 2e D&D and Alternity, with all of the characters statted up in each. When I tried to run it the first and second times, it was in D&D 3.5 and d20 Modern.

Next time I run it, it will be in HARP and HARP Sci-Fi. I've got everything I need on the Star*Drive end, but I am struggling with things like planes travel, Faction abilities, and the like for the Planescape side.
 

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