(OT) Discworld: system for setting?

ColonelHardisson said:


I guess I'm sorta recommending the GURPS book, but only because:

* I don't know of any other RPG treatment of the subject

and

* GURPS sourcebook (and there seems to be at least one for everything) are very, very good general resources for any RPG. The setting info within them is compiled with an eye to gaming, and doesn't really have to be limited to just the actual GURPS mechanics.

I agree completely and this sums up my reasons for pointing redwing in that direction. There's just not much sense in re-inventing the wheel when that much work has already been done and assumably sanctioned by Pratchet. 90% of the fun of such a setting is going to be in the hands of the GM and dependent on the GM's improvisational skills during the course of the game. It's a one in a million shot that such a campaign will be fun so, redwing, you'd better wear your helmet down over your eyes... ;)
 

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Discworld system

There's actually an "official" Discworld game, if I remember correctly -- not a GURPS version.
I haven't played it, but it looked pretty free-form and sounded like a Terry Pratchett book when I read it.

It worked like White Wolf's Storyteller system, but attributes didn't add to skills and it used a d7+1, not a d10.
You defined your skills yourself, like a SLUG schtick.

I wouldn't suggest taking it into d20, tho.

aja
 

Re: Discworld system

ajanders said:
There's actually an "official" Discworld game, if I remember correctly -- not a GURPS version.
I haven't played it, but it looked pretty free-form and sounded like a Terry Pratchett book when I read it.

I doubt it is "official" - as far as I know, SJG have the only licence to publish a Discworld RPG...
 

I own GURPS Discworld and ran one adventure at a local convention some time ago. My impression was that, while the book is an excellent source of DW info, the system itself is nowhere as light and fast as would fit the setting. So it's a typical GURPS supplement;)

If you don't mind doing the conversion yourself, I think PEG's Savage Worlds would be a good fit for DW. You can get a free test-drive version of their rules and some sample adventures here.
 

nsruf said:
I own GURPS Discworld and ran one adventure at a local convention some time ago. My impression was that, while the book is an excellent source of DW info, the system itself is nowhere as light and fast as would fit the setting. So it's a typical GURPS supplement;)

If you don't mind doing the conversion yourself, I think PEG's Savage Worlds would be a good fit for DW. You can get a free test-drive version of their rules and some sample adventures here.

I also agree that you would need something quick and adaptable. I haven't played Savage World, so in my opinion the best, most free-flowing game system would be the old D6 version of Star Wars - widely printed, so it should be available in discount bins. Switch out "the force" for wizardry & Headology, and you're halfway there. With the GURPS sourcebooks, you should be able to jury-rig the mechanics. Since you're going to have to come up with most things on the fly anyway, running a discworld game, what the heck?
 

The GURPS Discworld books read much like a sourcebook; you can transmute it into any system you like.

That said, I''m still considering a M&M game set on the Disc.....
 

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