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Shin Megami Tensei RPG Getting English Language Edition
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<blockquote data-quote="kronovan" data-source="post: 9293216" data-attributes="member: 6775134"><p>I've helped fans with adaptations of SMT to both True20 and Savage Worlds Deluxe. Both were reported to have worked well, but having not actually played at the table I can only go by what was reported to me. Three of the big things to tackle with the SMT Verse are creature capturing, creature summoning and creature fusion - power creep/combat inbalance being a concern with the summoning. With SWD, the capture was handled with a 3-5 round (dependent upon creature rank) Dramatic Task that involved activations of the Beast Friend power - duration was modded to be permanent. The Fusion was handled by another 3-5 round Dramatic Task, but I can't remember the power or skill. The summoning was handled via a great broadening/reworking of the Summon Ally power. That proved to be a good choice, because the strength of potential creatures summoned is related to rank. So fiends or demons that could lay waste to any threat they encountered were avoided.</p><p></p><p>For the True20 adpatation, the GM used the True Sorcery supplement which allows for more of a free-form magic approach. They used the TS Summon spell, which worked because that spell only has a verbal component. There's examples in TS for a Summon Monster, Improved Summon Monster and an even more potent Call Monster. So the GM just expanded upon that with a few more ranks. They used the Hold spell for the capturing, but a much more potent form of it. Both required some tweaking, as True Sorcery despite the name was originally designed for the 3.5/d20 rules. The GM used a D&d 4E-like skills challenge for the fusions, with involved a custom-created, supernatural skill.</p><p></p><p>I've been homebrewing as of late with the new BRP:UGE and I can't see why SMT wouldn't adapt just as well with a d100 TTRPG like it. I can imagine how some of the BRP Magic Book concepts, like Shaman-Spirit magic or ritual magic Binding (species) Enchantment, could possibly work.</p><p>Otherwise, for all other roleplay the rules and concepts you find in a universal TTRPG work well.</p><p>Where I could see challenges for a SMT adaptation, is someone trying to shoe horn the setting into a non-Universal RPG like 5E.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9293216, member: 6775134"] I've helped fans with adaptations of SMT to both True20 and Savage Worlds Deluxe. Both were reported to have worked well, but having not actually played at the table I can only go by what was reported to me. Three of the big things to tackle with the SMT Verse are creature capturing, creature summoning and creature fusion - power creep/combat inbalance being a concern with the summoning. With SWD, the capture was handled with a 3-5 round (dependent upon creature rank) Dramatic Task that involved activations of the Beast Friend power - duration was modded to be permanent. The Fusion was handled by another 3-5 round Dramatic Task, but I can't remember the power or skill. The summoning was handled via a great broadening/reworking of the Summon Ally power. That proved to be a good choice, because the strength of potential creatures summoned is related to rank. So fiends or demons that could lay waste to any threat they encountered were avoided. For the True20 adpatation, the GM used the True Sorcery supplement which allows for more of a free-form magic approach. They used the TS Summon spell, which worked because that spell only has a verbal component. There's examples in TS for a Summon Monster, Improved Summon Monster and an even more potent Call Monster. So the GM just expanded upon that with a few more ranks. They used the Hold spell for the capturing, but a much more potent form of it. Both required some tweaking, as True Sorcery despite the name was originally designed for the 3.5/d20 rules. The GM used a D&d 4E-like skills challenge for the fusions, with involved a custom-created, supernatural skill. I've been homebrewing as of late with the new BRP:UGE and I can't see why SMT wouldn't adapt just as well with a d100 TTRPG like it. I can imagine how some of the BRP Magic Book concepts, like Shaman-Spirit magic or ritual magic Binding (species) Enchantment, could possibly work. Otherwise, for all other roleplay the rules and concepts you find in a universal TTRPG work well. Where I could see challenges for a SMT adaptation, is someone trying to shoe horn the setting into a non-Universal RPG like 5E. [/QUOTE]
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