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Looking for Guardians of the Galaxy type system recommendations.
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<blockquote data-quote="Blue" data-source="post: 8570503" data-attributes="member: 20564"><p>What rules system would you suggest for a Guardian of the Galaxy "we're lovable scoundrels who talk and shoot our way out of problems (often of our own creation) and sometimes to the right thing but it's even better when we're paid to do so" in outer space type campaign. Like what they do between movies.</p><p></p><p><u>Not requirements, but all positives</u></p><ol> <li data-xf-list-type="ol">Not fantasy-heartbreaker-in-space, either in concept nor implementation.</li> <li data-xf-list-type="ol">Quick, semi+tactical fights both in person and on starships. (And everyone is doing something important during starship combat.)</li> <li data-xf-list-type="ol">More about the character and not just collecting the best gear.</li> <li data-xf-list-type="ol">Mechanical support for reputation, relationships, all the sort of thing where you can make things happen "because I said so", as well as "I know a guy..." type interactions.</li> <li data-xf-list-type="ol">Mechanical support for heists (flashbacks, preparedness mechanic instead of 3 hours of planning and then 30 minutes of Leeroy Jenkins).</li> <li data-xf-list-type="ol">Rules support for a player just making up stuff that fits the narrative. "Hey, I'm an engineer, I want to detune their engine so it leaves a unique signature to make it easy for us to identify and follow them".</li> <li data-xf-list-type="ol">Characters start kinda bad***, without the complexity of creating advanced characters.</li> <li data-xf-list-type="ol">More interesting conditions and stuff than just "hit points", including from other things then just combat. Think PbtA modifiers for an example. But still with a feeling of danger.</li> <li data-xf-list-type="ol">Not a huge $$ investment since I'm not sure the players will like it.</li> <li data-xf-list-type="ol">Straightforward character creation. (Character advancement can be a bit heavier once they've gotten the gist of it.)</li> <li data-xf-list-type="ol">Session 0 NPC/worldbuilding system.</li> </ol><p>EDIT: 12. Reasons to have flawed characters, and mechanical support for it. (Like one use of Fate's Aspects.)</p><p></p><p>You don't need to have a system suggestion that meets any of these, but in that case I'd love to hear a good elevator pitch about why it's the right one for a GotG-like game.</p><p></p><p>The group are all veteran players, but have been heavily D&D focused and a bit of it is that different games will widen their perspective. Focused heavily on RP and creating interesting and/or idiosyncratic characters. Minimal character optimization happens. One player is more into tactical chess-like combat, but doesn't require it, and if it makes combat slow that might be a turn-off.</p><p></p><p>Can be anything from a glossy published system to a Cortex Prime homebrew someone wrote for themselves, that doesn't matter to me.</p></blockquote><p></p>
[QUOTE="Blue, post: 8570503, member: 20564"] What rules system would you suggest for a Guardian of the Galaxy "we're lovable scoundrels who talk and shoot our way out of problems (often of our own creation) and sometimes to the right thing but it's even better when we're paid to do so" in outer space type campaign. Like what they do between movies. [U]Not requirements, but all positives[/U] [LIST=1] [*]Not fantasy-heartbreaker-in-space, either in concept nor implementation. [*]Quick, semi+tactical fights both in person and on starships. (And everyone is doing something important during starship combat.) [*]More about the character and not just collecting the best gear. [*]Mechanical support for reputation, relationships, all the sort of thing where you can make things happen "because I said so", as well as "I know a guy..." type interactions. [*]Mechanical support for heists (flashbacks, preparedness mechanic instead of 3 hours of planning and then 30 minutes of Leeroy Jenkins). [*]Rules support for a player just making up stuff that fits the narrative. "Hey, I'm an engineer, I want to detune their engine so it leaves a unique signature to make it easy for us to identify and follow them". [*]Characters start kinda bad***, without the complexity of creating advanced characters. [*]More interesting conditions and stuff than just "hit points", including from other things then just combat. Think PbtA modifiers for an example. But still with a feeling of danger. [*]Not a huge $$ investment since I'm not sure the players will like it. [*]Straightforward character creation. (Character advancement can be a bit heavier once they've gotten the gist of it.) [*]Session 0 NPC/worldbuilding system. [/LIST] EDIT: 12. Reasons to have flawed characters, and mechanical support for it. (Like one use of Fate's Aspects.) You don't need to have a system suggestion that meets any of these, but in that case I'd love to hear a good elevator pitch about why it's the right one for a GotG-like game. The group are all veteran players, but have been heavily D&D focused and a bit of it is that different games will widen their perspective. Focused heavily on RP and creating interesting and/or idiosyncratic characters. Minimal character optimization happens. One player is more into tactical chess-like combat, but doesn't require it, and if it makes combat slow that might be a turn-off. Can be anything from a glossy published system to a Cortex Prime homebrew someone wrote for themselves, that doesn't matter to me. [/QUOTE]
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