IF you want me to DM, you better pick a different system

I've often done something similar to what Kamikaze Midget describes... introduce concepts from another game for an adventure or two into the core game I'm running. About six years ago I had players who only wanted to play V:tM and even branching into similar systems such as Werewolf or Mage was not an option (I asked). I enjoyed being the Storyteller, but I really had gotten a little burnt out on the old politics vs. personal angst that was typical of V:tM and my players.

A conversation with my old Shadowrun GM brought back fond memories. The next gaming night a ripple was being felt in the Kindred community. A new group of hunters had come on the scene and they were unlike any previous hunters the community had encountered. Two of these hunters were moving just as fast as the vampires with high levels of celerity (that's what Wired Reflexes do for you). They all seemed to be accurate beyond anything Kindred society had seen (smartguns, any one). Worse, they had mechanical robots that functioned as if they were being controlled mentally (can you say Rigger). One of those fast moving hunters stood toe-to-toe with a werewolf in full crinos when suddenly large silver blades (legacy from banshee hunting in the original SR campagin) came out of his arms (retractable spurs) and he proceeded to hack apart the puppy like a butcher preparing cuts of meat. The Kindred society was scared, even the prince.

It was a great couple of months worth of role-playing and everyone had a great time. They were faced with dealing with an enemy unlike the typical anarch or sabbat and an enemy that was better organized and more deadly than a werewolf pack. They were as well equipped as the Technocract mages and they seemed to have some sort of spiritual connection as well (amazing what a street shaman can do). It forced them to innovate and their characters grew as a result. Eventually the threat passed on, even though the group never did take down a single one of those hunters. But to be honest, that wasn't their goal. Mere survival against such a superior foe was.
 

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This happens to me on a semi-regular basis, too. Sometimes you just need to hand the reins over to someone else so you can kick back and relax. It's also why I still have Masque of the Red Death and the old Marvel Super Heroes. I'd be surprised though if you can't work SOMETHING out with your group.
 

reapersaurus said:
I am currently in this situation as a player.
Our DM has forced a switch from GURPS to HERO 5th edition for his world, yet has not told us anything about the differences in the systems, and hasn't completed our character-conversions, yet asks us the same question you did.


I can't comment on the difference between the two because there's soemthng about the inks or glue or whatever in gurps books that make me nautios every time i open them up. But hero5 at its core is very basic.

Problem is there are tons of things you can choose to do which make it complex.

Basic idea is 3d6 determines success roll low.

You have skills like pick locks starting at 9+dex/5. If you roll below that number you suceed. Tough locks might give penalties.

Combat I actually hate the 3d6 roll, late at night my brain no longer is willing to do the math. Reminds me of thac0 to much. Anyhow its basically your OCV-opponents DCV+11=what you have to roll or less on a 3d6. So for example you have an ocv of 8 your oppenent is highly defensive and has a 10 DCV 8-0 =-2+11=9. You ahve to roll a 9 or less to hit him.

Me I simplify it and say DCV+11=the DC of your roll. So 3d6+your ocv should hit that. The probabilite sof success are close enough I believe for this to be worth it.

Next complex stage and amybe the hardest part for some is SPD.

Your stat which is called SPD is absically the number of times you can act in a 12 second period or the combat turn.

Each spd takes acitons at varios seconds depending on your stat.

For exmaple a 2spd(aerage joe) moves on second(segment)6 and 12.

Spd 3 on 4,8,12
spd 4 of 3,6,9,12
spd 5 on 3,5,8,10,12
spd 6 2,4,6,8,10,12
etc.

Just write the segmetns you act on down, when your segment come sup you act in the rode rof your DEX. Highest DEX acts 1st.

The complexaties come in trying to gimick your acitons into this framework to the best effect. Delaying an action, so you can set up a haymaker and hit without the person just walking away(since a haymaker goes on 1 segment after you start it)

Damage is basic roll dice subtract defense and apply to stun and maybe body.

Killing damage is done different roll dice, add up and roll a multiploer die that number -1 is mutliplied by the total you rolled on the killing diec eand that's the stun damage you do. Its called a stun lotto and its lame.

The thing is without knowing the sytem you'll be out in the cold not knowing of lots of combat maneuvers you can pull off. This isn't an easy ssytem to jump into, your DM might be trying to go rules lite to ease everyone into it though.
 

Set up a D&D game and then use a setting akin to one of the others or just get ahold of a setting that is very different from typical fantasy. :)
 

Right. Try something like Broncosaurus Rex, or Dragonstar (same exact system), or a new setting. No need to learn new rules, but you can cover lots of new territory.
 

Yeah, this has been my solution, using the same rules and introducing new elements. Rants aside, I wouldn't just abandon the group, so I am making up something for me.

Specifically, using the rules from Savage Species to make the characters a back of celestials and outsiders working as a 'holy hit squad'. Little so the Realms folks know that the Cthulhu-oids are coming to Faerun...
 

My group has one member who can only attend 3 out of 5 games. About six months ago, we re-arranged our game schedual so that his character didn't need to keep wandering off and then re-appearing. We now run two games simultaniously; one for the three weeks that he is there, and one for the two weeks when he is not.

It's been great for us, with two games going you get to try more different character concepts and game platforms so you don't get burned out. Also, different people are running each game, so the DM gets a chance to run one game and play in another - which gives lots of time for planning, ect.

This may not be an ideal solution for all groups, our group is pretty flexible and almost all of us have run games at some point {there is one player who has no interest in running games, and that's okay, too}.

Whatever you do, make sure you're not making a snap decision that you'll regret or losing friends over the situation - take a break if you need it and have fun... it is a game, after all.
 

Well here is an Update

My group has decided to play Call of Chtulhu. THANKS!!!!!!

I am actually looking forward to the game for the first time in a while. I am having fun planning, writing NPC's and what not. I told them prepare for a campaign but I have a feeling it will be a few weeks, maybe a month then back to D&D when the new edition comes out. I am fine wih that, needed a break for D&D.

Also, I knew I would lose 1 player doing this and sure enough I did. No problems there though, he's on my bowling team. I think he was just getting tired of gaming in general.

Thats all
 


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