What Video Game RPG System Do You Want to See Adapted to Tabletop

That's some early TTRPG jank right there! I love those overly complex systems from the 80s and 90s. Not to play, but as historical documents.
Yeah we played Millennium's End like, what 2-3 times in the mid 1990s? And then we were like "Cool idea but no thanks". It was clunky as hell.

I know, right now, the trend in RPGs, especially innovative RPGs is away from combat, and towards the narrative and collaborative (or even solo!) rather than the simulationist or gamist, and I'm fine with that, but I have to say, I would really like to see like, a very intelligent, thoughtful modern game designer take a run at something like Millennium's End - like a tactical shooty shooty RPG with like, hit locations and cool guns and stuff (I know, I know, guns aren't cool, let's not glamourize gun violence it's already glamourized enough etc. but... I'd love to see the attempt at least).
 

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If you want detailed rules for guns then there are a couple of short GURPS supplements that focus on that (Tactical Shooting, and Extreme Conditions).

I find the trick with ultra-detailed combat is that is needs to be the exception rather than the rule. When I tried running Dungeon Fantasy for my group we found the detail dragged out the action expected in a dungeon scenario so it didn’t work for us. But if I was going to run a game where a single combat could be the focus of a session (like a tournament or a scenario like storming an embassy) then a detailed system like GURPS would be my first pick, personally.
 
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Looks like a community effort.

Runequest / Mythras would probably be a natural choice for an Elder Scrolls TTRPG since before Skyrim percentages were quite prevalent IIRC.
Nope, I wasn't referring to the Devlebound community adapatation of the Elder Scrolls. I was referring to the Elsweyr adventure that Bethesda Netherlands published for 5e and then pulled due to accusations of plagerism. It was claimed with good evidence, that it was a reskinning of Page Letiman's The Black Road adventure, which IIRC was written for an ealier edition of D&D. Here's a link to an article on Ars Magica comparing the two adventures.

Official adpatation wasn't the correct description for me to use. It was just an adventure or a mini-campaign that was designed to be run with 5e. I do believe it's the only TTRPG related thing that Bethesda has ever done for ES. Although some ES fans claim this Elsweyr adventure wasn't actually written by Bethesda staff.

I couldn't disagree more that D&D 5e is a suitable choice for an ES adapation. In terms of Player Characters, ES has been all about a PC's skills, while 5e is all about their classes. While I'll admit that Skyrim did move more to the latter, in Morrowind and Oblivion the classes were just containers that gave initial major and minor bonuses to certain skills. If there ever is an offical ES adaptation I truly hope that it's based upon Morrorwind and Oblivion and not Skyrim. I did enjoy Skyrim, but I found its character builds lacking.
 

If you want detailed rules for guns then there are a couple of short GURPS supplements that focus on that (Tactical Shooting. and Extreme Conditions).

I find the trick with ultra-detailed combat is that is needs to be the exception rather than the rule. When I tried running Dungeon Fantasy for my group we found the detail dragged out the action expected in a dungeon scenario so it didn’t work for us. But if I was going to run a game where a single combat could be the focus of a session (like a tournament or a scenario like storming an embassy) then a detailed system like GURPS would be my first pick, personally.
I want slick and well-designed tactical rules specifically for that purpose, that run decently fast, which would likely require anything not relevant to the genre to be stripped out of the game.

GURPS has never, every in its entire history been good at that, sadly. GURPS you're just adding layers and layers of clunk onto an already not-light RPG.
 

I want slick and well-designed tactical rules specifically for that purpose, that run decently fast, which would likely require anything not relevant to the genre to be stripped out of the game.

GURPS has never, every in its entire history been good at that, sadly. GURPS you're just adding layers and layers of clunk onto an already not-light RPG.

Different strokes for Different folks...

In some ways, I find that GURPS tends to be faster than a lot of contemporary D&D (including Pathfinder).

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On the thread topic:

I enjoyed Fallout 4 Settlement building.

I think, if you took an approach like FFG Star Wars: Edge of the Empire had to the group owning a ship and extrapolated that to a settlement, it could be fun.

It would be akin to what I think D&D 5.5 tried to do with Bastions but better and more interactive. The settlement would essentially have its own character sheet and be able to be upgraded into a more powerful "character" over time.

I've looked at possibly using GURPS City Stats to do that -with heavy influence from FFG Star Wars and Pathfinder Kingmaker.
 

Different strokes for Different folks...

In some ways, I find that GURPS tends to be faster than a lot of contemporary D&D (including Pathfinder).

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On the thread topic:

I enjoyed Fallout 4 Settlement building.

I think, if you took an approach like FFG Star Wars: Edge of the Empire had to the group owning a ship and extrapolated that to a settlement, it could be fun.

It would be akin to what I think D&D 5.5 tried to do with Bastions but better and more interactive. The settlement would essentially have its own character sheet and be able to be upgraded into a more powerful "character" over time.

I've looked at possibly using GURPS City Stats to do that -with heavy influence from FFG Star Wars and Pathfinder Kingmaker.
Have to looked at how it is done in the Modiphius Fallout RPG?
 

Have to looked at how it is done in the Modiphius Fallout RPG?

Not yet.

I've looked at picking up a few of the books for that system (partially for that reason).

I just haven't gotten around to it yet. I've been playing for Dungeon Crawl Classics lately. Though, in time, that will likely be a reason to figure it out again. I'd like to do something like Kingmaker in DCC, once I feel that I'm better at DMing DCC and can handle tinkering with the rules more.
 

In some ways, I find that GURPS tends to be faster than a lot of contemporary D&D (including Pathfinder).
Oh I don't disagree, but imho that's like saying "This 250lb wrestler is an absolute lightweight compared to this other 310lb one!". That is for sure true, but those are both big lads! Especially PF1, who is an absolute chonker. Oh lawd he comin' indeed.
 

It would be akin to what I think D&D 5.5 tried to do with Bastions but better and more interactive. The settlement would essentially have its own character sheet and be able to be upgraded into a more powerful "character" over time.
Have to looked at how it is done in the Modiphius Fallout RPG?
I can't speak re: Modiphus Fallout, but quite a number of PtbA and similar games have done this sort of thing. Pretty sure that Legacy: Life Among The Ruins is explicitly and exactly about that, and features settlements with character sheets and on.

It's definitely been done in multiple RPGs.
 

I can't speak re: Modiphus Fallout, but quite a number of PtbA and similar games have done this sort of thing. Pretty sure that Legacy: Life Among The Ruins is explicitly and exactly about that, and features settlements with character sheets and on.

It's definitely been done in multiple RPGs.
This is true, but the Fallout 4 settlement system is very specific to that game and not broadly applicable.
 

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