Capcom/SNK 2d fighters RPG -- what system?

BTW, supposedly a whole ton of King of Fighters games were released for the Playstation; but I can only find any evidence that 99 is available anywhere (which I have, actually.) Are the others Japan only releases or something? And which ones are the best ones to get? I've heard 98 was a good one...
 

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Other reasons to have a Dreamcast:

Vampire Chronicals for Matching Service (All of the Darkstalker games thrown into one), Guilty Gear X (Which, admittedly, is out for the Playstation), and... Um... Soul Callibur and DOA2 were pretty good.

<--- Dreamcast Freek, who still buys dreamcast games, imported at a hefty cost, from Japan
 

Tsyr said:
Vampire Chronicals for Matching Service (All of the Darkstalker games thrown into one), Guilty Gear X (Which, admittedly, is out for the Playstation), and... Um... Soul Callibur and DOA2 were pretty good.

I've got Darkstalkers 3 for the psx, I've rentedd Guilty Gear X for the Playstation 2 (and actually, didn't like it much) and Soul Calibur and DOA2 are also out on one of the Playstation platforms. DOA3 is xbox only, if you really like that series.

For me, the only reason I'd ever consider a Dreamcast is for the Street Fighter III games. Everything else I'd want has been ported.
 

Joshua Dyal said:
BTW, supposedly a whole ton of King of Fighters games were released for the Playstation; but I can only find any evidence that 99 is available anywhere (which I have, actually.) Are the others Japan only releases or something? And which ones are the best ones to get? I've heard 98 was a good one...
I don't know much about that.

I know a site that probably does, however:

The Fighter's Generation

It's a bit slow at times but it has more information about fighting games than I ever wanted to know. :D
 

There is a free and very well supported roleplaying system for beat-em-up games called Trash RPG. The system is specially developed for beat-em-up agames - modular technques, simulation of all standard and non-standard fighting mechanics introduced in console games, and so on. There is already Street Fighter campaign book developed for it, along with many others - Guilty Gear X, Mortal Kombat, King of Fighters. You can search for "trash rpg" on google.com
 



Well, here's a vote *against* the Street Fighter RPG.

The SF RPG really doesn't capture the feel of the SF2 fights at all. It may be because an intricate combat system was somewhat crudely grafted onto White Wolf's vague and inelegant system.

For example, the useful "special moves" are only useful in the RPG because they do more and more damage. But in Street Fighter 2, you're not throwing fireballs in order to do huge amounts of damage; you're throwing fireballs as a tactical maneuver. Your opponent should have a hard time getting past them (and a failed attempt should knock them back), causing them to get frustrated and make a mistake, such as getting close enough to get hit by a dragon punch, whose primary use is not massive damage but is instead *unavoidable* damage since the dragon puncher is invulnerable to all attacks.

On the other hand, I haven't yet seen an RPG that would be a perfect fit for the 2D fighter games. With my personal obsession, I recommend Mayfair's DC Heroes RPG for everything, but even this, the most perfect of all game systems, takes a little work to make the SF2 characters work as they should.
 

I've used thrash, and it's a fairly good system. It places you very firmly in the driver's seat, and runs things on a blow by blow basis. Thus, in that, it's very detailed, but can also get tedius.

The system shares a lot of the strengths, weaknesses, and quirks as the GURPS game. It's flexable, but not balanced, can add things, but takes a lot of DM fiat to make it fun.

Character generation can take a long, long time. For us, it was about three hours of GM time per person, then one game to see how the character ran, and tweak them to fit the main idea a litle better. On the other hand, we ended up with The Iron Fist of Justice, who could soak almost as well as the Hulk (Bullets? HAH!); the Falling Star, the dodgey bastard with his namesake move of airial death; and lastly our 'pacifist' who used a dodge/chi-push combination to pretty amazing effect. The thing about building characters is that there's a whole lot of options, and not a whole lot of guide.

The moves aren't even close to balanced. Not at all. A light punch takes 2 ap, does 1D4 +str mod damage, has a +2 to hit and is a basic manuver. A heymaker takes 10 ap, does 2D4 + str mod damage, has a -2 to hit and will cost you a character creation point have. Chi-charge is aonther one that's just a great modifier to a move. For relatively low costs, it makes moves much more effective. The most effective guy I ever threw at the party had a combo attack (yet another easily abusable thing) that consisted of tons of light punches. The game is not meant for playing with Min-maxers, and not everyone will be equal. The book has it right in that aspect. The best way to build a character is to see what the character is like in your head, then find the moves you need.

The combat system makes sense until you try to run it. From there it breaks down. Simple things like "Can I choose to wait?", "What do I do with my leftvoer AP's" and such plague the system. I came up with a few solutions I liked, but there was a WHOLE lot of book keeping.

The system's rough, it's slow, it's easily abusable, and it requires a whole lot of work from the DM. But it's all worth it. There are just those awesome moments when you go into intense exchanges with your opponent, neither able to gain the upper hand, just to lure them into your signature super, and everyone at the table breaks out into cheering.

Oh yeah. It's awesome fun. Just expect to be playing all night.
 

It looks like some of the stuff is fixed in the 2.0 beta version I got; the system looks much more streamlined, although it still has more options for special moves than you can shake a stick at...
 

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