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Best System for a West Marches Game?
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<blockquote data-quote="Wik" data-source="post: 5047089" data-attributes="member: 40177"><p>These are all great replies! I'll need to go into them in more detail, but it'll have to be later. For now, though, some quick answers:</p><p></p><p>1) JGK: Current games I have access to are 4E, 3.5E (but NO. I refuse to GM it again), Earthdawn 1e and 3e, Savage Worlds, Shadowrun (also a NO), Eldritch Role-playing (maybe?), Serenity (some possibilities there...), Basic Role-Playing (ie, Call of Cthulu), 2e D&D, BECMI D&D, d6 Space, d6 Fantasy, d6 Adventure, d20 Modern, WFRP 2e, and a bunch of d20 variants... and maybe half a dozen smaller games that I've forgotten I own. I'd be most comfortable running the d6 system, but I'm thinking there isn't enough to differentiate PCs in ability unless I fully open the Character Generation system to the players... which will result in a huge power differential between PCs (one of the faults of the new d6 system). A redesign on my end could help, but I don't know if the system meshes well with a WM game (d6 is very much a heroic game...)</p><p></p><p>For what it's worth, I'm asking this question more because I'm designing a game for the RPG design contest with the goal of making the "perfect" WM system, and I want to see what games people recommend so I can see what are the advantages for each (and, because one of these days, I will run a WM game!)</p><p></p><p>S'mon: I was seeing that possibility with 4e, too - weaken the monsters, and then just use more of them! And I was planning on losing magic items almost entirely, and using a gear list of my own creation. There would have to be some serious house-ruling for D&D... I'd also limit the number of books used, and keep that limit in place throughout (so you're not punished for coming into the game earlier, when there are fewer options open - every player has the same options available). </p><p></p><p>As for Savage Worlds, I know I'd have to use the Dungeons and Savages PDF (so good!). But there seems to be a lot going against it - the flatter power curve springs to mind. The problem I see is a character with no experience whatsoever could thereotically adventure with a group of seasoned characters and there'd be little to differentiate them. Or, to put the same problem in a different light, it'd mean that the flatter power curve also applies to the various zones in game - there is less to differentiate my ECL 1 zone from my ECL 3 zone. Or am I reading too much into this? It could be because I haven't played too much Savage Worlds...</p></blockquote><p></p>
[QUOTE="Wik, post: 5047089, member: 40177"] These are all great replies! I'll need to go into them in more detail, but it'll have to be later. For now, though, some quick answers: 1) JGK: Current games I have access to are 4E, 3.5E (but NO. I refuse to GM it again), Earthdawn 1e and 3e, Savage Worlds, Shadowrun (also a NO), Eldritch Role-playing (maybe?), Serenity (some possibilities there...), Basic Role-Playing (ie, Call of Cthulu), 2e D&D, BECMI D&D, d6 Space, d6 Fantasy, d6 Adventure, d20 Modern, WFRP 2e, and a bunch of d20 variants... and maybe half a dozen smaller games that I've forgotten I own. I'd be most comfortable running the d6 system, but I'm thinking there isn't enough to differentiate PCs in ability unless I fully open the Character Generation system to the players... which will result in a huge power differential between PCs (one of the faults of the new d6 system). A redesign on my end could help, but I don't know if the system meshes well with a WM game (d6 is very much a heroic game...) For what it's worth, I'm asking this question more because I'm designing a game for the RPG design contest with the goal of making the "perfect" WM system, and I want to see what games people recommend so I can see what are the advantages for each (and, because one of these days, I will run a WM game!) S'mon: I was seeing that possibility with 4e, too - weaken the monsters, and then just use more of them! And I was planning on losing magic items almost entirely, and using a gear list of my own creation. There would have to be some serious house-ruling for D&D... I'd also limit the number of books used, and keep that limit in place throughout (so you're not punished for coming into the game earlier, when there are fewer options open - every player has the same options available). As for Savage Worlds, I know I'd have to use the Dungeons and Savages PDF (so good!). But there seems to be a lot going against it - the flatter power curve springs to mind. The problem I see is a character with no experience whatsoever could thereotically adventure with a group of seasoned characters and there'd be little to differentiate them. Or, to put the same problem in a different light, it'd mean that the flatter power curve also applies to the various zones in game - there is less to differentiate my ECL 1 zone from my ECL 3 zone. Or am I reading too much into this? It could be because I haven't played too much Savage Worlds... [/QUOTE]
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