Demonic pulp world!


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Well someone reminded me about Bloodshadows from WEG, which is similar this concept. Well I can tell now mine will have a unique twist that I hope it explain the backstory.
 

Hmmm... what does this remind me of?

Oh, I know!

The Hellboy Roleplaying Game

:)

But I don't blame you for not having heard of it, and I'm not really a huge fan of the GURPS mechanics. (Like many GURPS books, though, the background info alone is more than worth the cover price!)

If you're looking for a better system, ask yourself this question: do you want normal humans, like FBI agents or nazi soldiers, to ever be a threat to the demon PCs? Or should giant chaos gods and undead mad scientists be the only true challenges?

If the former is true, go with D20 Modern. It already includes rules for Hellboy-ish things like pyrokinesis, telepathy, magic, and demons in a modern world. Better still, it provides a way for more ordinary characters to be somewhat balanced against supernatural characters. The only extra rules you'll need are the stuff for playing monsters as characters that you'll find in your D&D books.

If you want humans to be uniformly weak, go with Mutants and Masterminds. The system is fun, combat-oriented, and straightforward. But it's balanced for superhero vs. superhero play, not superhero vs. normal play, and non-combat encounters (investigation, persuasion, stealth) are not well-supported.

I hate to diss any system, but Deeds Not Words is one of the few times I've really experienced RPG buyer's remorse. It's got great art and some fun concepts, but the mechanics are a mess.
 

Deeds Not Words

>>>If the former is true, go with D20 Modern. It already includes rules for Hellboy-ish things like pyrokinesis, telepathy, magic, and demons in a modern world. Better still, it provides a way for more ordinary characters to be somewhat balanced against supernatural characters. The only extra rules you'll need are the stuff for playing monsters as characters that you'll find in your D&D books.<<<

I have to agree that if you want to use a pure WOTC product go with d20 Modern. I didn't like it at first but it is really easy to tweak to your liking. I did see the Hellboy RPG though and was interested in it. I am not a big fan of GURPS but the few products I have thumbed through I did like. Also it is easier to convert GURPS to other systems that most people think.

>>>If you want humans to be uniformly weak, go with Mutants and Masterminds. The system is fun, combat-oriented, and straightforward. But it's balanced for superhero vs. superhero play, not superhero vs. normal play, and non-combat encounters (investigation, persuasion, stealth) are not well-supported.<<<

This and many other reasons why I disliked M&M. I feel that IMHO that it is number 2 by a mile to Deeds Not Words (DNW). I have been GMing DNW and haven't had to really modify much. I feel that the mechanics are sound and work well.
 

Well Duh on the Hellboy game! But I have different ideas of what I want do. For D20 modern, I myself and I know several other people do not like certain aspects fo D20 Modern. I personally dislike the Shadowkind in general, it's way to close too Everlasting and Changling: The Dreaming and a few others. I want the "two sides" to be equally in power, the Delpians, the non-human PCs will be +0 EFL but I will add character levels. Since this will be in the late 40's timeframe for certain history reasons, the tech level will be good. I will not be using the attribute based levels, I will be do something different.

So far the backstory is a mix of horror, fantasy, noir and "alien" conspiracy all rolled into one. The story might seem familar but I am trying a different approach to certain myths.

I will have a write-up summary of the story soon to post to give an idea of what the goal is.
 

Emiricol said:
I wouldn't keep the hero thing. I'd loot the mechanics. And I can't say I've ever seen Deeds Not Words, but MnM is quite popular.

Having done a fair bit with both, I think I can say that DNW and M&M are both really good superhero games, but coming from very different design philosophies.

M&M is an elegant, simple system that lets you create whatever you have in mind. Like Champions, only easier and more intuitive. (And not as clunky, IMHO.)

DNW is a lovingly crafted and detailed system full of interesting quirks and fascinating ideas. It is much more idiosyncratic than generic.

In short, speaking from direct personal experience, DNW provides you with a Mental Invisibility power that exactly captures the author's vision of how such a power works in the comics. Your vision may vary somewhat, but Scott always does at least decent job.

M&M will let you build your own Mental Invisibility that works the way you want it to work, without much hassle. See?

At the end of the day, I've decided that I prefer M&M. But that's my personality, and doesn't at all reflect on DNW or its creator Scott Lynch, who is a prince among men, a really nice guy.
 



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