Creating a Tabletop RPG - Tips, Ideas, et al

Ody

First Post
So I've had it in my head for quite some time now that it would be really awesome to transform my current intellectual property into a tabletop roleplaying game, however I've no experience in the matter and don't claim that it's simple, but I would like to gather some input from the enthusiast community. I recognise that a majority of what goes into creating such a product is largely up to me, and doesn't require following any system or standard.

Still, I believe that there is merit in opinion and value in simply asking. So let us go with some background:

  • Setting: Futuristic, Science-Fantasy
  • Core concepts: Incredible powers; customisation/versatility; vast scope
  • Features: Alternate history; ridiculous detail; freedom of choice; freedom of morality
  • Lore is connected to an evolving world and storyline
  • Combat can include epic space battles or one-versus-one duels (and will likely be a majority of the latter)

With that in mind, I've considered several possibilities if we're not assuming crafting an entirely new system is ideal:

Palladium/Megaversal system
I enjoy this ruleset a great deal, and was always my first choice mostly for its employment of massive damage, considering we're dealing with beings in excess of one hundred times the strength of any man and even more-so. With RIFTS, the setting has already been explored and thus the ability to incorporate spaceships, mechanised warfare, and similar traits would be simple. One could cobble a hodgepodge of rules that combine Palladium Fantasy and RIFTS to construct the Science-Fantasy elements, or simply adapt the Megaversal system using RIFTS as a reference.
The alignment system also works very well as my product is very heavily reliant on individuality and not simply filling niches or roles. It's much less about who's good or evil, who can pick locks or cast spells, and much more about why a group has gathered and what their purpose is. From that, the Good - Selfish - Evil system follows this methodology fairly accurately. However, I'm concerned it's merely window dressing and in reality it's not all that far apart from the axiomatic-diametric scale of nine alignments from traditional Dungeons and Dragons rulesets.
The class system is probably the best for my product if nothing else. You have innate classes, psychic classes, and skilled classes when boiled down, and this concept works exactly as desired as everyone within my realm are 'born this way' or learn to become great, while the psychic powers can be adapted to work perhaps as a middleground. This ties into what I suggested earlier that there be a lack of class ties, little in the way of fulfilling a role and more about being a unique character.
Attributes are more detailed than most, which is another benefit. With any given character having many facets about what make them great, some excel at one thing than another, so this permits greater variation and yet improves specialisation.

D20/Dungeons and Dragons
The legendary system that we all know and love. Whether it's AD&D or 5e, many of its foundations resonate with a majority of RPG players. It's very well-trodden which makes it great to lower the barrier to entry. The D20 system is very simple to understand and works for a lot of situations, and with so many editions of the D20 system to select from, one can easily convert into what I need.
It's limited mostly by the fact that there aren't many examples of D20 in a non-fantasy setting, save for perhaps Numenera.
The combat system is likely the most glaring problem. It's designed for a party to fight together, and with a synergy to some effect. In my world, it's very much likely that you are dueling far more than using party tactics, and there aren't an abundance of different creatures to pour into an encounter to make it varied or really do much at all, and no real template creature that work for many scenarios.
The class system can be adapted but it would be difficult to put classes into a game where everyone doesn't fit into a class, but is more defined by their innate abilities rather than their role.
Alignment here works decently enough, but in my world there aren't again such a variety of creatures that you'll find Chaotic Evil, Neutral, and Unaligned types, which make it even more difficult to justify combat if you would like to consider that a Lawful Good would not duel another Lawful Good, for example. The majority of the universe fall under the Lawful category, so characters who are Chaotic and especially whom are Evil are going to have a much greater difficulty curve than those who more-or-less fall into their place.

GURPS
Naturally one would assume that a system designed to work for any game would be the optimal option, and they might be right. GURPS is a strong contender for what I would like to use for my work, but I have never played a GURPS title thus cannot confirm how it would feel being used.
Attributes work well here, with a core group of four primary stats and four secondary stats which can determine the true difference in measure of aptitude between characters. However, I feel as though having these as sub-stats wouldn't work as well, as for example, the Will stat should be more of a sub-stat for Health or Strength in my lore. I do not know of methods to convert these rules, nor the consequences.
The Advantage/Disadvantage rule is very welcoming for players who wish to be more realistic rather than a mary-sue. That's all that can really be said about this, I entertain this concept warmly.
The skills appear to be worthwhile as well, with certain aspects simply left unused in a fantasy setting. The addition of a 'tech level' rating allows it to be modern-friendly, and rather realistic when you consider the scope of my world.
Combat is probably the best for what I need. It functions in one-second increments which for me, is ideal. When you're talking about superhuman characters, actions happen in the sub-second levels, even in the millisecond intervals at the highest echelons of play. Thus, one second can very well translate for both low and high level play.

Other system possibilities: SPECIAL, Big Eyes, Small Mouth, Numenera, Thieves' World.
-----


What other systems do you know of that might work? What do you comment about my assertions? I realise that it might be difficult to grasp my vision as I am not fluent in descriptions and translating my thoughts into something mechanical. It is entirely possible that my product isn't capable of being tabletop-friendly and that is perfectly acceptable.

Thank you for your time in reading this, and considering what I have to say. I don't expect much from this, but any thoughts would be appreciated, even if it's criticism.

Ody



 
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GURPS tends to bog down with high powered characters. It's designed around normal humans...

Kevin Siembieda is notorious for discouraging fans from using his Palladium engine for other settings. He's also noted for litigiousness and exceeding the actual legally allowed control... but given a choice of "quit and I leave you alone; continue and I drag you to court and make you pay a lawyer $$$ per hour...." most settle for pulling the content as the cheaper method. The one thing Kevin is really good at is setting creation and art... his rules are not well received by many, and his editing skills are weak, but the layout is good and the art fantastic, and the fluff content (aside from the constant misspelling issues) very good, but the strengths are not in areas a derivative 3rd party game can have. I've never heard of nor seen a licensed game using the engine, either.

D20 is generally a poor choice for sci-fi.

Some others to consider:

d6 system. It handled Star Wars just fine, it's OGL, and the play is fast and furious. Has better rules for monstrously big damage than does palladium.

EABA - not very well known, has an open supplement license, and does cover a variety of both character and equipment power levels. (I playtested the first ed.)

A few to consider that may be subotimal due to prep times:
Hero System. Handles a wider range of power levels without a bogdown than does gurps ... but can be more work to learn, and to run. Licenses are available, but not free. Fan free release setting materials generally allowed under a web policy.

Interlock/Fuzion - best known for Cyberpunk, but also the engine behind Mekton. Mekton Zeta covers the same kind of range as Palladium, and you can make use of large parts of it under the fuzion version. License isn't free for commercial releases.
 

Unless you're going to give it away for free, one important thing to ask is this: do you enjoy designing games, or do you enjoy publishing games? The former is what you sound like you've been doing; the latter is a lot of tedious business and admin stuff, and is an entirely different skillset. Do you want to manage artists and layout designers, or do you plan to do all that yourself? What about editing?

One-man outfits (like me and, I assume, you) have to do it all ourselves, other than the stuff you hire freelancers to do. I find I spend much more time dealing with stuff than designing. That side is no fun for me.
 

Savage Worlds would handle something like this very well I think. It has robust tools for generating races, worlds, starships, walkers etc. Easy to use rules for chases, vehicular and space combat, and cyberpunk style hacking etc. The powers system is very flexible and easy to adapt to suit your needs.

In general the rules are very simple and easy to use, while still providing an incredible amount of flexibility for both the GM and players. It's a toolkit style system that is very simple at it's core, and you just add on the extra bits you want to build the style of game you want to run.

It also has a very generous fan license as long as you are not planning on selling your product. All you have to do is attach the Savage Worlds Fan logo they provide and you're good to go. If you do want to sell your product you'd have to apply for a license.
 

GURPS tends to bog down with high powered characters. It's designed around normal humans...

Kevin Siembieda is notorious for discouraging fans from using his Palladium engine for other settings. He's also noted for litigiousness and exceeding the actual legally allowed control... but given a choice of "quit and I leave you alone; continue and I drag you to court and make you pay a lawyer $$$ per hour...." most settle for pulling the content as the cheaper method. The one thing Kevin is really good at is setting creation and art... his rules are not well received by many, and his editing skills are weak, but the layout is good and the art fantastic, and the fluff content (aside from the constant misspelling issues) very good, but the strengths are not in areas a derivative 3rd party game can have. I've never heard of nor seen a licensed game using the engine, either.

D20 is generally a poor choice for sci-fi.

Some others to consider:

d6 system. It handled Star Wars just fine, it's OGL, and the play is fast and furious. Has better rules for monstrously big damage than does palladium.

EABA - not very well known, has an open supplement license, and does cover a variety of both character and equipment power levels. (I playtested the first ed.)

A few to consider that may be subotimal due to prep times:
Hero System. Handles a wider range of power levels without a bogdown than does gurps ... but can be more work to learn, and to run. Licenses are available, but not free. Fan free release setting materials generally allowed under a web policy.

Interlock/Fuzion - best known for Cyberpunk, but also the engine behind Mekton. Mekton Zeta covers the same kind of range as Palladium, and you can make use of large parts of it under the fuzion version. License isn't free for commercial releases.

Prep times can likely be modified as a variant ruleset if licences permit it, but you're right in that I rather not have an extraordinarily high barrier to entry system.

As for the rest, I will certainly check it out. I do enjoy the fact that something as complicated as Star Wars could be translated into tabletop. I nearly forgot about Cyberpunk, I only ever knew about it when 3.0 came out a decade ago, and didn't know anybody well enough to play it so it faded from my mind. Being somewhat of a more modern system, it might also work out well as frequently older systems often have serious design creep issues.

Unless you're going to give it away for free, one important thing to ask is this: do you enjoy designing games, or do you enjoy publishing games? The former is what you sound like you've been doing; the latter is a lot of tedious business and admin stuff, and is an entirely different skillset. Do you want to manage artists and layout designers, or do you plan to do all that yourself? What about editing?

One-man outfits (like me and, I assume, you) have to do it all ourselves, other than the stuff you hire freelancers to do. I find I spend much more time dealing with stuff than designing. That side is no fun for me.

You know, it's difficult to say exactly what I enjoy doing more, or perhaps what I'm greater in aptitude with. I've more of a creative and managerial background, and find myself designing by necessity rather than choice. I do love writing and crafting the various lore and rules that govern my baby, but at the same time it would be phenomenal to have a dedicated professional who can conjure designs and implementations for me to instead edit and guide. It's better for me to provide my vision and set a plan and have a passionate staff produce my mental machinations. So having a balance as a designer and a publisher is important, and in the end my goal is to complete my product and hand off the design chiefly to a trusted individual while I oversee new prospects, merely remaining as an executive overseer. Essentially I would create the first edition and then my direct role would come to an end as I then manage the environment surrounding the product - the marketing, the online communities, the licencing, et cetera.

A good example is how Bethesda has a separate entity for publishing from the development house. My organisation would essentially be the same, we'd have a core group that develops a project to fruition, builds and nurtures a design team over time, then transfers the hat to them as we seek new ventures.

Savage Worlds would handle something like this very well I think. It has robust tools for generating races, worlds, starships, walkers etc. Easy to use rules for chases, vehicular and space combat, and cyberpunk style hacking etc. The powers system is very flexible and easy to adapt to suit your needs.

In general the rules are very simple and easy to use, while still providing an incredible amount of flexibility for both the GM and players. It's a toolkit style system that is very simple at it's core, and you just add on the extra bits you want to build the style of game you want to run.

It also has a very generous fan license as long as you are not planning on selling your product. All you have to do is attach the Savage Worlds Fan logo they provide and you're good to go. If you do want to sell your product you'd have to apply for a license.


I've heard quite a bit about Savage Worlds but not in terms of mechanics, I understand it is a popular game. I do thoroughly entertain the flexibility of having a fan licence to keep costs down until I decide to go commercial, as for certain I will wish to do so once the first edition is released.

I appreciate all the comments, this is a passion project of mine and considering all viable avenues for where to go with my jewel is paramount of importance for myself and its own success and pleasure.

Ody
 


Unless you're going to give it away for free, one important thing to ask is this: do you enjoy designing games, or do you enjoy publishing games? The former is what you sound like you've been doing; the latter is a lot of tedious business and admin stuff, and is an entirely different skillset. Do you want to manage artists and layout designers, or do you plan to do all that yourself? What about editing?

One-man outfits (like me and, I assume, you) have to do it all ourselves, other than the stuff you hire freelancers to do. I find I spend much more time dealing with stuff than designing. That side is no fun for me.

I'm going to second this. It's why although I can design I think pretty well I'm not even trying to get anything published at the moment. I'm also going to point out that there's no money in RPGs - James Wallis was for a while running what was then the biggest RPG company in Britain (Hogshead Press) using his evenings and weekends.

As for systems to use if you've any intent to publish, Siembda's Rifts is protected litigiously. And GURPS takes licensing (although if you don't want to sell SJG don't care).

One system to look into if you can nail down what makes your system sing is Apocalypse World/Powered By The Apocalypse. Amazingly easy to hack and powerful when you do so. (Fate's free to use - but really isn't what you want).
 

I'm going to second this. It's why although I can design I think pretty well I'm not even trying to get anything published at the moment. I'm also going to point out that there's no money in RPGs - James Wallis was for a while running what was then the biggest RPG company in Britain (Hogshead Press) using his evenings and weekends.

As for systems to use if you've any intent to publish, Siembda's Rifts is protected litigiously. And GURPS takes licensing (although if you don't want to sell SJG don't care).

One system to look into if you can nail down what makes your system sing is Apocalypse World/Powered By The Apocalypse. Amazingly easy to hack and powerful when you do so. (Fate's free to use - but really isn't what you want).

So far I do like how they have the system set up, and it sounds very unique. The trouble is that it's a class-based engine, and I really do not believe that a class-based system works for what I want - I'd like my players to have characters that are individuals, they mark their own identity and forge their name through trial by fire. Now, perhaps I could make it Powered by the Apocalypse by hacking it so it's much less class-based but using the other rules in place, as you are right it does seem highly hackable.

Ody
 

You don't need classes for a PBTA game - for example my Houses and Wands (a slightly tongue in cheek Harry Potter themed game) doesn't have them.

That said, the classes in AW are much more permeable than in most such systems. Your class represents what you do and how you approach the world, and any character is capable of leaving their class behind and getting a new one. This is a huge change in the character and takes work to do but is possible.

For example, if you are playing the Chopper (the leader of a local gang) and decide to take territory there are moves (standard advances) that represent this. But if you cease being a leader of a travelling gang and instead invest primarily in protecting your town, you stop being a Chopper and change your class to Hardholder opening up different options. Because the Hardholder is the class for running Bartertown. Or the Hocus is a cult leader and the Brainer is a creepy psychic. If the Brainer starts forming a cult they can take Hocus moves and eventually change to a Hocus while a psychic Hocus who gets away from their cult can become a Brainer.
 

.

That said, the classes in AW are much more permeable than in most such systems. Your class represents what you do and how you approach the world, and any character is capable of leaving their class behind and getting a new one. This is a huge change in the character and takes work to do but is possible.

For example, if you are playing the Chopper (the leader of a local gang) and decide to take territory there are moves (standard advances) that represent this. But if you cease being a leader of a travelling gang and instead invest primarily in protecting your town, you stop being a Chopper and change your class to Hardholder opening up different options. Because the Hardholder is the class for running Bartertown. Or the Hocus is a cult leader and the Brainer is a creepy psychic. If the Brainer starts forming a cult they can take Hocus moves and eventually change to a Hocus while a psychic Hocus who gets away from their cult can become a Brainer.

So essentially you're under a class insofar as that is what currently describes your character? As it evolves it finds new classes to latch onto? That does sound like it would work much more nicely. Especially when it comes to progression being meaningful rather than arbitrary. Similarly I suppose the Borderlands method works as well; your class is descriptive rather than limiting, and gives you bonuses based on that class but doesn't prevent you from doing anything else.
 

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