Just Imagine You Creating..

GQuail

Explorer
This grew out of a conversation with my girlfriend. We were talking about how a few one-offg our group had ran recently had been very obviously "us" even when playing in pre-established settings - and it got me thinking about "Just Imagine Stan Lee Creating...", a DC comics series a wee bit ago where the big Marvel man reimagined lots of major DC characters. (For more info, see http://en.wikipedia.org/wiki/Just_Imagine...)

So I'm going to ask you to pick an RPG, any RPG, and think about a game at it's most basic elements and redesign it anyway you want. You can fiddle with the mechanics, the backstory, whatever: just tell me more about how you would take the general idea of a game system and do it your way.

Hopefully, we'll see some interesting views that distill down the "essential" stuff to an RPG, and maybe make people reconsider some RPGs they wouldn't normally play by showing them what you would do with it!

To start with, here's a few I've been considering:

* Call of Cthulhu. I think that it's a shame that even the staunchest fans of this game almost always play one-shots, and that lnog term campaigns seem taxing to maintain with the rules as written. I think that, like Paranoia, this game coudl do with a concrete system within itself for playing "Bloody Murder" short term games or "Slightly Less Brutal" long term: perhaps even some hints as to damage modifiers?

* Vampire: The Requiem. I have a very specific idea of what a vampire should be, specifically "blood junkie": I see all that crushed velet and dancing to classical music stuff an act by creatures who, if they don't get their fix, are just savage animals. I'd probably run this game with that sort of principle in mind, keeping a strict count of blood intake and forcing players who go any time without to try and control their urges.

* Discworld RPG. GURPS has its charms for this setting's many unusual races, but I wonder if WFRP might be a better fit for those who want to stick to the "normal" races and some of the blacker feel of the earlier books.
 
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I'd create worldbooks for Toon to let a group play Hitchhiker's Guide to the Galaxy, Discworld (with rules to make combat a little rougher) and so on. Rules lite play to suit fast-wheeling licensed worlds.
 


I can't pick just one.

Here are my three

Star Wars - focus less on rules crunch and more on setting material. Also, an increased focus on plotting and scheming, and parts of the galaxy that are unknown, dangerous, and ripe for exploration.

D&D 3.5 - less rules crunch. Basically, less to remember, and less prep overhead for the DM.

HERO - again, less GM overhead (while keeping it's flexibility). Maybe a focus on providing a framework for running something ad hoc, winging it, etc.
 
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Changeling: The Dreaming. I'd have broadened the character concepts beyond the very limited ones they pushed, allowing for more "modern" creatures of imagination. Given the Chmeric influence on the real world more Ooomph, and created a richer dreaming which would allow and support my Seelie Captain Hook and Unseelie Lost Boys Neverland.
 

7th Sea/Swashbuckling Adventures: I'd love to "reboot" the world of Theah and include strong elements of Hammer Film style horror ala Captain Kronos.
 


Well, Stan the Man got to mess around with Superman and Batman.

I'd go for the big boys, same as he did, starting with D&D.

I'd focus on building a game that is more thematically concise. In most of its incarnations, the game has been a grab bag of many different fantasy elements, and I'd rework it so that the default assumption is to include only those elements that fit closely with a chosen theme, and then provide a couple of example themes as base settings.
 


Crothian said:
Paranoia: Where the players don't automatically kill each other

To be fair, in the current incarnation of Paranoia a Straight game can work this way. They'll still not be /friends/ per se, but the chances of people shooting each other in the first five minutes is much more condusive to teamwork. ;-)
 

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