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Have you ever written a standalone set of RPG rules?
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<blockquote data-quote="Richards" data-source="post: 7589394" data-attributes="member: 508"><p>I remember two, back in my junior high/high school days. The first was a combat game using our youngest brother's G.I. Joes. (These were still the big ones, before the smaller set that came out with the comic book and cartoon.) We used d6s to determine hit locations and hit points and devised rules for what so much damage in one area meant: slower movement rate for so much leg damage, attack penalties for having to shoot with your off hand, etc. We used a measuring tape to determine how far the G.I Joes could move and the "board" was various rooms in our house, explained away as different types of terrain. (The sofa was a cliff, for example.) We had to keep making up rules on the fly as they came up (like how one went about climbing a sheer cliff, for example).</p><p></p><p>The other one was basically a series of Iron Man-type combat armor heroes entering a deathtrap - like something Arcade would come up with, or the X-Men's Danger Room. One guy would design the deathtrap and the other would run his armored hero through it. Half the fun was designing the combat armor - I remember we had built a list of possible components (boot jets, weapons, defenses, sensors, etc.) with a point-buy system and in lieu of XP you got more points to spend to upgrade your armor if you made it through a deathtrap.</p><p></p><p>I don't think we ever bothered to name either of these games, but they served their purpose in any case: keep us amused during the summers. Eventually we got D&D and Gamma World (and later on, Champions) and no longer felt the need to come up with our own games.</p><p></p><p>Johnathan</p></blockquote><p></p>
[QUOTE="Richards, post: 7589394, member: 508"] I remember two, back in my junior high/high school days. The first was a combat game using our youngest brother's G.I. Joes. (These were still the big ones, before the smaller set that came out with the comic book and cartoon.) We used d6s to determine hit locations and hit points and devised rules for what so much damage in one area meant: slower movement rate for so much leg damage, attack penalties for having to shoot with your off hand, etc. We used a measuring tape to determine how far the G.I Joes could move and the "board" was various rooms in our house, explained away as different types of terrain. (The sofa was a cliff, for example.) We had to keep making up rules on the fly as they came up (like how one went about climbing a sheer cliff, for example). The other one was basically a series of Iron Man-type combat armor heroes entering a deathtrap - like something Arcade would come up with, or the X-Men's Danger Room. One guy would design the deathtrap and the other would run his armored hero through it. Half the fun was designing the combat armor - I remember we had built a list of possible components (boot jets, weapons, defenses, sensors, etc.) with a point-buy system and in lieu of XP you got more points to spend to upgrade your armor if you made it through a deathtrap. I don't think we ever bothered to name either of these games, but they served their purpose in any case: keep us amused during the summers. Eventually we got D&D and Gamma World (and later on, Champions) and no longer felt the need to come up with our own games. Johnathan [/QUOTE]
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