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:
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
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
Last edited: