aramis erak
Legend
the system's solid... fully intercompaitible with Buffy, Angel, and Ghosts of Albion.I remember seeing this on the shelf years ago. Never knew anybody who ran/played it.
the system's solid... fully intercompaitible with Buffy, Angel, and Ghosts of Albion.I remember seeing this on the shelf years ago. Never knew anybody who ran/played it.
You're missing the impact of the comics... content equal to 2-3 more seasons of the show, and considered canon by the Brothers Weedon.. Not a lot really needs be added to be playable.This first depends on the amount of content.
Take Firefly. Lots of people love this ISP. But it's only a short TV show, a movie, a couple novels and comics....and a long lost out of print rpg book. So even if you have all of that...well, it's not too much content to use for a game. Alien is much the same a couple movies, novels and comics and an RPG book every decade or so....and that is it.
I cleave as close to the lore as possible. If I'm running a Star Wars game, your character isn't going to be the one that blows up the Death Star or throws the Emperor down a shaft. Those were Luke, Leia, and Han's adventures, so you're going to be off having your own adventures elsewhere. I'm not going to sweat the tiniest of details, maybe according to Rebels this moff wasn't in charge of the sector at the time, but overall as the GM I'm going to present the universe of Star Wars as it is.This thread is not about homebrewing from whole cloth. It is about folks that take known settings such as the numerous ones from D&D, and IPs such as Starwars, Marvel/DC, Alien, Game of Thrones, etc.. and make their own content. For folks who do this, do you cleave as close to lore as possible? Or do you take the foundation and run with it? Universal generic system or custom bespoke? What is your process?
I'm not even counting the "non cannon" stuff......that just makes it beyond crazy. Take Star Trek...pick something...and chances are in the last 50 ish years you can find something with "star trek" on it with it in it.The thing is, Trek had a lot of non-canon material, which the designers' note lament inaccessibility of under their license. but some made it in by back doors... John M Ford writing novels and supplements, as exemplar.
It depends a bit how much lore exists around a particular IP and how well I know it already. But as a rule of thumb: I try to get the basics and the feeling right (otherwise, why play in the respective setting?), and expand on my own from there.Or do you take the foundation and run with it? Universal generic system or custom bespoke? What is your process?
When I toyed with running a Buffy campaign, I was going to pick up Army of Darkness to use as a supplement. (Nowadays, if I could get my group interested in a monster-hunting campaign, we'd just use Monster of the Week, I think, or one of the Dungeons & Demogorgons books like We Die Young.)I remember seeing this on the shelf years ago. Never knew anybody who ran/played it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.