Best Modern Game System

Kor

First Post
I was just wondering if a few people might be willing to express their opinions about which game system they feel best supports a Modern campaign system?

I have run a couple d20 modern campaigns, and both I and my 2 groups of players unanimously agree that there must be something out there that better supports roleplaying in the modern world.

What I would like to see in a modern game system is the following:
- tailorability of characters (unique characters -- such as through the use of edges/feats/advantages/classes/achetypes
- a comprehensive skill list
- realistic-as-possible firearms rules
- balanced character health system -- can take a few hits without dying, yet the fear of being shot is always a concern.
- a balance between simple and complex rules. (ie: Savage Worlds setting is a little too simple of a ruleset for us).

I haven't played GURPS in over 15 years but from what I recall, I think it covers most of the above... I just have to get a chance to flip through a GURPS book now.

I would appreciate all modern gaming system suggestions people may have.

Thanks.
 
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GURPS
HERO

Maybe True20 if you fail the Damage (or is it Toughness) Save by enough could be lethal. Not familiar enough with it.
Maybe BESMd20/ AnimeSRD if you use the Damage save option from the revised edition (or update). Again not familiar enought with it to say with any certainty.

Does anyone know if True20 or BESMd20 w/damage save would work?
 

My current system of choice is d20 Modern. It might have a few rules inconsistencies, but it does cover almost all the points you're looking for.

I haven't had a chance to try it, but I believe True20 might be a better system for Modern gaming.
 

Kor said:
I was just wondering if a few people might be willing to express their opinions about which game system they feel best supports a Modern campaign system?
Your listed factors aside, Mutants and Masterminds and D20 Modern are my two favorite modern RPG systems. I see, however, that you really don't like Modern. Adding Grim Tales to Modern really helps flesh out the game, in my experience (and the two rulesets are almost completely interchangeable).

What I would like to see in a modern game system is the following:
- tailorability of characters (unique characters -- such as through the use of edges/feats/advantages/classes/achetypes
Mutants and Masterminds does this better than Modern/Grim Tales, but there are no classes. It's all effect-based point buy, which can be a weird thing to grasp for someone used to the D&D-like model used by D20 Modern. Still, I think Modern/Grim Tales does this pretty well on its own, so if you like classes, you may just want to stick with what you got.

- a comprehensive skill list
Mutants and Masterminds does this pretty well, too. However, the way it accomplishes the task is to make fewer skills apply to a larger number of possible tasks (and make feats/powers more modular).
- realistic-as-possible firearms rules
With the caveat that truly realistic firearms rules, IMO, would be really un-fun, I have to admit that neither of my choice systems fit this category very well. Modern is closer to real life than M&M, but both are aiming at a cinematic and/or comic-book style combat than a real life gun-fight. Modern is KIND OF realistic, and M&M is REALLY unrealistic. If this is really what you want, you might be best off ignoring any advice that I can provide. :)
- balanced character health system -- can take a few hits without dying, yet the fear of being shot is always a concern.
In my experience, nearly any system can do this. It all depends on how many hits a "few hits" is to you. Mutants and Masterminds lets you degrade the PC's abilities in a minor way as they take damage (though they don't take damage with every "hit") while Modern does it with the hit point mechanic and the massive damage threshold.
- a balance between simple and complex rules. (ie: Savage Worlds setting is a little too simple of a ruleset for us).
Nothing to add here. Mutants and Masterminds and Modern are both reasonably complex, but not overly difficult. Both are a good deal less complicated than GURPS, since they rely on a more unified task resolution structure. Still, neither of my recommendations have good chase rules "out of the box" and that can be important in a modern game. That's one of many reasons why we add Grim Tales to Modern, and why we may add it to Mutants and Masterminds if we ever get that far.

GURPS, as you mention above, really tries to do modern well. I think it falls a little flat, and is unnecessarily complex. That said, the supplements are almost uniformly fantastic. My advice? Use GURPS for fluff and another system for crunch.

Hope that helps!
 

I like GURPS, but you should really check it yourself & see if it fits your tastes.

For example, I've tried playing d20 Modern a few times, and I find I don't like it, and can't seem to get into it. I haven't even been able to enjoy one-shots at cons; campaign play doesn't appeal to me at all.

I have to get Spycraft 2 & see how that works; I played a 10,000 Bullets demo at Gen Con SoCal, and it was pretty fun. I hope it varies enough from d20 Modern to work for me.
 

My personal opinion is that d20 modern is the best system out there wit a few tweaks and houserules. But that isn't exactly the answer that you requested.

Perhaps I could give advice to bend d20 modern to more fit your style? It is a fantastically flexible and modular system, rather easy to add new stuff, replace the old, etc.

IMO d20 handles all 5 of your bulleted points rather well, but maybe I am not understanding your point of view.
 

Kor said:
- realistic-as-possible firearms rules
Phoenix Command by Leading Edge Games (out of print).

Once you've played it, you may decide that actually you could sacrifice a bit of realism for playability ;)

Cheers,
Liam
 

I think GURPS is probably your best bet. Modern has always been it's strong point, and the new 4th edition is fantastic. I can get a bit complicated at character creation if you use every possible option (because, of course, neary everything is possible), but during play it's your basic "roll under" system.

You can get a free copy of GURPS lite to check out the rules here.
 


Yep, GURPS should cover all of that. I wouldn't personally say that it's the "Best Modern Game System" but still, it seems the best overall fit here.
 

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