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Making a Star Wars hack of The One Ring's system
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<blockquote data-quote="Laurefindel" data-source="post: 9169181" data-attributes="member: 67296"><p>[UPDATE 2024-09-02]</p><p><a href="https://drive.google.com/file/d/1WbkdrjiFroP5qb-u7We9satDTZzcXY5B/view?usp=sharing" target="_blank">Here's my master document </a>I'm using for our games. This one is (almost) without images so it looks a bit dry, but my own version is fully illustrated (with a bunch of images I do not own, taken over Pinterest and whatnot).</p><p></p><p>If you're reading this thread for the first time, here's the elevator pitch:</p><ul> <li data-xf-list-type="ul">It's a Star Wars RPG using the core mechanics of The One Ring RPG (mostly 2e, with a few leaked elements of the first edition here and there).</li> <li data-xf-list-type="ul">The game uses a regular d12 instead of TOR' special feat die.</li> <li data-xf-list-type="ul">There are six class archetypes: Commander, Drifter, Heavy, Technician, Scoundrel, and Force User. These replace TOR's heroic cultures. As in TOR, each offer 6 archetype-specific virtues.</li> <li data-xf-list-type="ul">Species are mostly cosmetic, giving a choice of a favoured skill, a trait, and a starting standard virtue. Species replace TOR's callings.</li> <li data-xf-list-type="ul">Serenity and Passion replace TOR's Hope and Shadow but essentially work the same.</li> <li data-xf-list-type="ul">The Force mostly relies on TOR's concept of magical successes, and Force User's archetype virtues.</li> <li data-xf-list-type="ul">Equipment is generic on purpose. Special equipment and specific weapons work similarly to rewards and magical weapons/items in TOR.</li> <li data-xf-list-type="ul">Combat is shifted from melee-focused in TOR to something more ranged-combat oriented. Forward/Open/Defensive stances are engaged combat stances, allowing attacks at range and in melee. The Rearward stance is a disengaged stance, allowing for interaction with environment in combat (like using a medkit to stabilise a dying ally).</li> <li data-xf-list-type="ul">The game is meant to be played more like a "mini-series" than a "movie", with frequent "offscreen" phases between "aired" episodes. Rest, healing, acquisition of new equipment and abilities etc. mostly happens offscreen.</li> <li data-xf-list-type="ul">Space combat is still in the making and not included here.</li> </ul><p></p><p>[SPOILER="Original OP"]</p><p>So I've started to make a Star Wars RPG using the The One Ring's game system. Why? Mostly because I felt like it...</p><p></p><p>I like Star Wars. I don't like funky dice and narrative dice resolution mechanics. I don't feel like d20/5e. I want something slightly crunchier than d6. I like The One Ring. The transition was a natural one.</p><p></p><p>I'll be using this thread to share my thought process and run a few ideas by ENworlders and take suggestions. The only suggestion I'm not gonna take is to use another (more appropriate) system. This one is a TOR hack; it's not going to be anything else <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I have the chance of running this game with an actual group; I'll be posting my observations based on play. We've played twice so far, or three times if we count the (rather chaotic) session zero.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9169181, member: 67296"] [UPDATE 2024-09-02] [URL='https://drive.google.com/file/d/1WbkdrjiFroP5qb-u7We9satDTZzcXY5B/view?usp=sharing']Here's my master document [/URL]I'm using for our games. This one is (almost) without images so it looks a bit dry, but my own version is fully illustrated (with a bunch of images I do not own, taken over Pinterest and whatnot). If you're reading this thread for the first time, here's the elevator pitch: [LIST] [*]It's a Star Wars RPG using the core mechanics of The One Ring RPG (mostly 2e, with a few leaked elements of the first edition here and there). [*]The game uses a regular d12 instead of TOR' special feat die. [*]There are six class archetypes: Commander, Drifter, Heavy, Technician, Scoundrel, and Force User. These replace TOR's heroic cultures. As in TOR, each offer 6 archetype-specific virtues. [*]Species are mostly cosmetic, giving a choice of a favoured skill, a trait, and a starting standard virtue. Species replace TOR's callings. [*]Serenity and Passion replace TOR's Hope and Shadow but essentially work the same. [*]The Force mostly relies on TOR's concept of magical successes, and Force User's archetype virtues. [*]Equipment is generic on purpose. Special equipment and specific weapons work similarly to rewards and magical weapons/items in TOR. [*]Combat is shifted from melee-focused in TOR to something more ranged-combat oriented. Forward/Open/Defensive stances are engaged combat stances, allowing attacks at range and in melee. The Rearward stance is a disengaged stance, allowing for interaction with environment in combat (like using a medkit to stabilise a dying ally). [*]The game is meant to be played more like a "mini-series" than a "movie", with frequent "offscreen" phases between "aired" episodes. Rest, healing, acquisition of new equipment and abilities etc. mostly happens offscreen. [*]Space combat is still in the making and not included here. [/LIST] [SPOILER="Original OP"] So I've started to make a Star Wars RPG using the The One Ring's game system. Why? Mostly because I felt like it... I like Star Wars. I don't like funky dice and narrative dice resolution mechanics. I don't feel like d20/5e. I want something slightly crunchier than d6. I like The One Ring. The transition was a natural one. I'll be using this thread to share my thought process and run a few ideas by ENworlders and take suggestions. The only suggestion I'm not gonna take is to use another (more appropriate) system. This one is a TOR hack; it's not going to be anything else ;) I have the chance of running this game with an actual group; I'll be posting my observations based on play. We've played twice so far, or three times if we count the (rather chaotic) session zero. [/SPOILER] [/QUOTE]
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