KitanaVorr GMs again...but what?

Which one should I GM?

  • In Character Character Game

    Votes: 7 18.9%
  • Resident Evil

    Votes: 2 5.4%
  • Gangs of Texas

    Votes: 6 16.2%
  • Cowboy Bebop

    Votes: 4 10.8%
  • The Dragon Empire: Metal Gear Solid/GI Joe

    Votes: 4 10.8%
  • Star Wars: The Lost Empire

    Votes: 18 48.6%
  • Babylon 5

    Votes: 9 24.3%
  • Redemption: Cyberpunk Supernatural

    Votes: 14 37.8%

Hey there Kitana, welcome back!

As usual, I'm completely torn. Loved GoT, and I was but a humble spectator! Then there's all the other games of yours I was in that died a premature death... but now I'm really curious about Redemption, or Star Wars... too many choices...

If I had to choose my top 5(!), I'd go:
GoT
Redemption
Star Wars
Resident Evil
Cowboy Bebop
 

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Oohh, so many choices...They all look so tempting...Which would I like best...
I loved the GoT game and the D20 Modern system, but I am voting a little different.

1) Redemption: Never played Cyberpunk, but something about the concept is totaly drawing me in.

2) The Dragon Empire: I am a fool for G.I.Joe and the first game I became an ENWorld spectator to was Metal Gear/Joe.

3) Star Wars: Signed up for it last time, had an amazing time in the short lived game I was in. Would love to play in Star Wars instead of always running it(real life).

Thanks Kitana!
Nuke
 


neoweasel said:
Out of rampant curiosity (because I'm not really expecting to get far enough forward in the line to actually play) what's the game system(s) that you're looking to run?

Well Revised SW for the Star Wars game of course. Everything else, I usually use d20 Modern but I might switch out to something else like Spycraft.

But for those of you who have been in my games, its more about the roleplaying than the game system. I really only use the game system for combat, but even then only to add the element of randomness, risk, and the unexpected into the story.

It is all about character development. And if you can roleplay yourself very well out of the situation, then it doesn't matter what the dice say, you got it. In fact, my players don't even have to know the system or own the book. You just tell me what you want to do and I will find a way to make it happen.

My games are strictly all about roleplaying and I take a very active role as the Storyteller, Games Master, etc. Rule-mongers need not apply, kind of thing.
 

Well, I seriously doubt that you have even the slightest shadow of a notion who the hell I am, and hence I also seriosuly doubt that I ahve even the slightest shadow of a chance of playing in this game, but I voted supernatural cyberpunk anyway, 'cos it sounded cool. :D
 


Some information about the Star Wars game:

Currently two episodes:

Episode One takes place about 20 years before the Phantom Menace occurs. It involves a small group of people, none of them exemplary and everyone just ordinary common citizens of the Republic (meaning you're not going to start out on the level as Princess Leia but like Han Solo or Luke Skywalker). It involves a civilization located far in the outer rim, at the edge of the Unknown Regions.

Episode Two occurs roughly 5 or 10 years after Return of the Jedi during the slow degredation of the Empire. Most of the original characters will be dead unless you're a long lived race or Jedi, will be dead by then unless you're merely a child in the first Episode as 60 years would have passed by.

Actions taken in Episode One will affect greatly the beginning of Episode Two, and I hope you enjoy how I will work that out with the larger Star Wars story so that we don't change any cannon either. In fact, what you do causes the whole prequel/sequel trilogies itself....

Limitation on Jedi: I will not allow more than 2 Jedi in the group, if even that many.

Style-Mood: Will be much darker than the Star Wars movie
 
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KitanaVorr said:
Well Revised SW for the Star Wars game of course. Everything else, I usually use d20 Modern but I might switch out to something else like Spycraft.

But for those of you who have been in my games, its more about the roleplaying than the game system. I really only use the game system for combat, but even then only to add the element of randomness, risk, and the unexpected into the story.

It is all about character development. And if you can roleplay yourself very well out of the situation, then it doesn't matter what the dice say, you got it. In fact, my players don't even have to know the system or own the book. You just tell me what you want to do and I will find a way to make it happen.

My games are strictly all about roleplaying and I take a very active role as the Storyteller, Games Master, etc. Rule-mongers need not apply, kind of thing.
To some extent, I find that having some sort of mechanics to figure out what a character can DO helps enormously to figure out exactly what they're LIKE.

For instance: I had a character that I wanted to be really good at interacting with... somewhat shady people. He was to be the sort of person who got things DONE (whether or not anyone else approved of his methods). There was a bunch of personality filling out that isn't really pertinent right now. Once I hacked together the character, I had taken a homebrew feat called "Social Chameleon" (gave a bonus to disguise and gather information - you can't manipulate people unless you can figure out what they want, right?). I sat back and realized that he would just fade into the background unless he was interested in something and really put himself forward. I changed some of the skills around to make him more of a subtle manipulator rather than a blatant, charming "Face"-type character.

Anyways, that's how I think about such things. YMMV, and all that.
 


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