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General Tabletop Discussion
*TTRPGs General
Adapting generic TTRPG rulesets (notably Genesys)
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<blockquote data-quote="Ulfgeir" data-source="post: 8401002" data-attributes="member: 7015719"><p>Ideally I want a ruleset that is suited to the setting and the general feel intended in the campaign. But sometimes the generic ones fill that role.</p><p>Have played a couple of different generic rulesets; FATE and GURPS, and some that can kind of be described as generic: 2d20, BRP, Storyteller/Storypath, Fantasy Flights Starwars (haven't tried Genesys). </p><p></p><p>FATE is good at more pulpy/swashbuckling things where the characters are better than normal persons, and the characters at at reasonable same level. Like Indiana Jones, 3 Musketeers etc, Wuxia.. However, it is not that good for really powerful stuff (Superman would for example be problematic to do). The good thing is that everything can be described with aspects.</p><p></p><p>GURPS has the granularity to make for gritty low-level stuff. It kind of breaks down when you go too high powerlevel imo. Yes, you can make superman if you have enough points. The advantages with GURPS is that they have rules for everything, and they are kind of modular, so just swap in the part parts you need. Many rules are optional so you can also hack it by omitting things and the system will still work (as long as you do not take out the core stuff). It is also very frontloaded in that it takes a lot of work to make acharacter.</p><p></p><p>2d20 (only tried the Star Trek version). Good to make what are you character good at. Characters and npcs are at the same kind of power levels. Would be problematic in higher power levels.. Obviously hackable as each game that uses it is adapted to that setting.</p><p></p><p>BRP is in its normal version good for low level/ low action stuff. Relatively good granularity, Skill-based. There are modern versions using BRP as base that are much more suited to high action. Example The Troubleshooters. Advantage is that it is easy to transplant to different eras (change out the skill list, and some equipment), and it is obvious how good characters are at doing things.</p><p></p><p>Storyteller/Storypath works rather well for normal individuals, though gets kind of weird when the more superpowered ones don't have that much higher stats/skills compared to a normal person. Lacks granularity, The special abilities characters have are either too weak, or in some cases too powerful, depending on what you are using them on.</p><p></p><p>The system in Fantasy Flights Star wars works kind of well for Star wars, but it is not hackable or customizable at all. Much too crunchy . I would like taking a look at how they solved those problems in Genesys.</p></blockquote><p></p>
[QUOTE="Ulfgeir, post: 8401002, member: 7015719"] Ideally I want a ruleset that is suited to the setting and the general feel intended in the campaign. But sometimes the generic ones fill that role. Have played a couple of different generic rulesets; FATE and GURPS, and some that can kind of be described as generic: 2d20, BRP, Storyteller/Storypath, Fantasy Flights Starwars (haven't tried Genesys). FATE is good at more pulpy/swashbuckling things where the characters are better than normal persons, and the characters at at reasonable same level. Like Indiana Jones, 3 Musketeers etc, Wuxia.. However, it is not that good for really powerful stuff (Superman would for example be problematic to do). The good thing is that everything can be described with aspects. GURPS has the granularity to make for gritty low-level stuff. It kind of breaks down when you go too high powerlevel imo. Yes, you can make superman if you have enough points. The advantages with GURPS is that they have rules for everything, and they are kind of modular, so just swap in the part parts you need. Many rules are optional so you can also hack it by omitting things and the system will still work (as long as you do not take out the core stuff). It is also very frontloaded in that it takes a lot of work to make acharacter. 2d20 (only tried the Star Trek version). Good to make what are you character good at. Characters and npcs are at the same kind of power levels. Would be problematic in higher power levels.. Obviously hackable as each game that uses it is adapted to that setting. BRP is in its normal version good for low level/ low action stuff. Relatively good granularity, Skill-based. There are modern versions using BRP as base that are much more suited to high action. Example The Troubleshooters. Advantage is that it is easy to transplant to different eras (change out the skill list, and some equipment), and it is obvious how good characters are at doing things. Storyteller/Storypath works rather well for normal individuals, though gets kind of weird when the more superpowered ones don't have that much higher stats/skills compared to a normal person. Lacks granularity, The special abilities characters have are either too weak, or in some cases too powerful, depending on what you are using them on. The system in Fantasy Flights Star wars works kind of well for Star wars, but it is not hackable or customizable at all. Much too crunchy . I would like taking a look at how they solved those problems in Genesys. [/QUOTE]
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