• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Need help picking a system for my campaign!

shadow

First Post
I have been working on a sci-fi campaign setting for a long time, now I am having a hard time finding the right system that will allow me to run my campaign the way I envisioned it.

The basic theme of my setting is a sci-fi western with mystical undercurrents. It takes place on a dying, desert planet. Hundreds of years ago settlers mined the planet dry for its natural resources. Then following an invasion by an alien race and a subsequent planetary total war, most civilization was destroyed and much technology was lost. Now civilization exists only in scattered pockets with monsters and mutants roaming the wastelands between cities. Although much advanced technology was lost, there exists a level of technology comparable to that of the 1920's and 30's (the pulp era), although it is always fantastic and slightly anachronistic (e.g. diesel powered mechs and airships). Also there exists a strong mystical undercurrent; magic, psionics, curses all exists, but they are rare and subtle (most people don't believe in them).

The players play adventurers who brave the wastelands as mercenaries, monster hunters, and explorers looking for technological relics. I want the tone of the setting to be that of a pulp action adventure. The PCs should be competent and able to take out several mooks without much trouble. Also because of the mystic undercurrents, the characters should have the option (but not be required) to start out with mystical powers.

At first I tried d20 modern rules with this setting only to be vastly disappointed. D20 Modern's action point mechanism allowed the pulp characters, but it had a terrible time with the magic and mysticism that I was trying to establish. The only way to gain mystical powers in d20 Modern is to take a prestige class, which effectively prevents beginning characters from starting out with any special powers. Also the magic and psionics systems are essentially ripped from D&D; Vancian magic is not what I'm looking for. Besides looking for a more flexible system, I'm also looking for unique abilities such as innate magical powers, cybernetics, or access to lost technology (although such abilities should usually come at a price).

Then I tried GURPS. GURPS allowed the flexible character creation that I was wanted. The players were able to create unique characters, but I found the GURPS combat system left a lot to be desired. The combat system worked well for realistic tactical combat, but I found the 1 second rounds were unsuited for fast paced cinematic combat that I was looking for. Moreover, GURPS combat is entirely too deadly; I didn't like the fact that even high point characters could get taken out by one lucky shot.

I've heard good things about the old TSR Alternity system. I've also heard that HERO is very flexible and cinematic (but from what I've seen it seems mainly geared toward four-color superheroes). With all of that said, what systems would you recommend for my setting?
 

log in or register to remove this ad

True20. Mook rules abound, same mechanic system as Mutants and Masterminds, and you should be able to find it and Blue Rose uber-cheap. Wicked magic system, bettered only by those found in the XPH and Elements of Magic: Mythic Earth... search the latter right here on EnWorld.
 



HERO is a very flexible system, and the newest incarnation of it (FUZION) is compatible with Mekton Zeta, which has, IMO, the best vehicle/mecha/android construction system out there.

Savage Worlds comes a close second. It emulates the pulp action you're looking for, but it's a little light on rules for my tastes. Then again, rules-light may be just what you need.
 

Star Wars SAGA. Strip away everything but the mechanics (Or just re-tool the flavor), and you have a decent system for representing a pulping, high-action feel.


Edit: Oh, and I don't know about you, but to me...

"sci-fi western with mystical undercurrents"

"desert planet"

"monsters and mutants roaming the wastelands"

"always fantastic and slightly anachronistic"

"fast paced cinematic combat"

...just screams STAR WARS. So although I know you aren't looking at the setting for the setting, the rules were built to reflect the SW Universe, and given the similarities between its fundamental design and the design of your own creation, I'd say you couldn't go wrong by utilizing the new SAGA rules.
 
Last edited:

My first suggestion for non-D20, as always, is HERO.

As I just posted elsewhere:

HERO
Pros: Most flexible RPG I've ever played, bar none. Near-total genre transparency- a PC can be plucked from a traditional FRPG setting and placed into a sci-fi setting without any real rules changes. Once you jump the hurdle of PC generation, the game tends to run quite smoothly.

Cons: Some of the math in PC generation- while only simple addition, subtraction, multiplication & division- can be intricate at times, but there is a chart that makes it easier...and many Excel spreadsheets exist to make it simple to keep track of points. The game's very flexibility can cause confusion in PC gen simply because there may be thousands of ways to design a PC based on a particular concept.

Mutants & Masterminds, a HERO-esque, rules-light(er) version of D20 would be my next suggestion.

Good superhero games, which M&M and HERO both are, must be able to simulate a wide variety of character archetypes since the source material is full of characters of all kinds- guys in power armor, deities, swordsmen and sorcerers can be found in almost any published comic book world.

However, Star Wars, Dragonstar, DragonMech, Shadowrun or Deadlands: Hell on Earth would also be good systems to use, since they are dedicated to the kind of sci-fi/fantasy melded campaign you're going to be running.

In a perfect world, RIFTS should be just about ideal...but its mechanics suck due to (allegedly) insufficient/nonexistent playtesting. You might want to scope it out for source material, however.

Among older games, Alternity and Torg might work, and dropping a magic system into something like Traveller shouldn't be too difficult.
 

Dannyalcatraz said:
Among older games, Alternity and Torg might work. . .

The revised and expanded hardcover edition of Torg is currently in-print. That said, I haven't checked it out yet (though I have been sorely tempted -- right now it's a toss-up between that, Rolemaster Classic, and a copy of Liber Mortis).
 



Into the Woods

Remove ads

Top