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d20 Mash Up games?
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<blockquote data-quote="scourger" data-source="post: 5589614" data-attributes="member: 12328"><p>I did a fair number of d20 stretches & mash-ups. I turned Rifts into Dragon Star and then into Omega World. I ran Omega World with Alternity adventures. I ran Spellslinger using Dungeon Adventures. I ran Judge Dredd. I ran The Shackled City using D&D, Star Wars jedi, Omega World mutants and Judge Dredd judges. I also played a number of d20 games that were set in non-fantasy genres. Even though I thought most of those games were successes, I think opinions vary within our group. </p><p></p><p>What I really learned is that d20 players are really D&D players, and that is the gaming experience they seek with a lot of pre-conceived notions about what the game should bring. Most of our Star Wars d20 games got turned into D&D-in-space, although the last one we played partially went in another (great) fun direction. Even Wheel of Time, another fantasy d20 game that another member of our group ran, only lasted a short time before we abandoned it as broken. </p><p></p><p>To be fair, d20 is great at what it does, which is D&D. The d20 system has (had?) the promise of being more generic, but it is hard to implement. Some of that difficulty is in the system but mostly it is the players. Simply put, d20 players want to play D&D. </p><p></p><p>So, my advice is to see if the players are interested in the d20 Scooby game first. From the description, I hear it as a kind of Buffy the Vampire Slayer game with the player characters encountering supernatural creatures and using medieval technology, including swords & sorcery, to vanquish the foes. If the players are interested, then decide what rules to use. I think Savage Worlds would be a better fit for a game like that, but you could certainly do d20. If the players are already familiar with d20, then just use those rules. The Players Handbook has plenty of classes and options, even if none of the characters is a magic user. The Dungeon Master's Guide (3e) has simple rules for firearms and even dynamite, although I don't think they would be widely used in a Scooby game. Add some modern knowledge skills and maybe one like pilot, and the rest is window dressing.</p></blockquote><p></p>
[QUOTE="scourger, post: 5589614, member: 12328"] I did a fair number of d20 stretches & mash-ups. I turned Rifts into Dragon Star and then into Omega World. I ran Omega World with Alternity adventures. I ran Spellslinger using Dungeon Adventures. I ran Judge Dredd. I ran The Shackled City using D&D, Star Wars jedi, Omega World mutants and Judge Dredd judges. I also played a number of d20 games that were set in non-fantasy genres. Even though I thought most of those games were successes, I think opinions vary within our group. What I really learned is that d20 players are really D&D players, and that is the gaming experience they seek with a lot of pre-conceived notions about what the game should bring. Most of our Star Wars d20 games got turned into D&D-in-space, although the last one we played partially went in another (great) fun direction. Even Wheel of Time, another fantasy d20 game that another member of our group ran, only lasted a short time before we abandoned it as broken. To be fair, d20 is great at what it does, which is D&D. The d20 system has (had?) the promise of being more generic, but it is hard to implement. Some of that difficulty is in the system but mostly it is the players. Simply put, d20 players want to play D&D. So, my advice is to see if the players are interested in the d20 Scooby game first. From the description, I hear it as a kind of Buffy the Vampire Slayer game with the player characters encountering supernatural creatures and using medieval technology, including swords & sorcery, to vanquish the foes. If the players are interested, then decide what rules to use. I think Savage Worlds would be a better fit for a game like that, but you could certainly do d20. If the players are already familiar with d20, then just use those rules. The Players Handbook has plenty of classes and options, even if none of the characters is a magic user. The Dungeon Master's Guide (3e) has simple rules for firearms and even dynamite, although I don't think they would be widely used in a Scooby game. Add some modern knowledge skills and maybe one like pilot, and the rest is window dressing. [/QUOTE]
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