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Should PCs from different RPGs be allowed to meet?
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<blockquote data-quote="aramis erak" data-source="post: 9222209" data-attributes="member: 6779310"><p>While GURPS is dying, 'taint dead yet. In addition to Fate and SavW, Hero System and BRP are fairly well known and used, Genesys is mostly used by fans of FFG Star Wars (you can use whichever of the two's dice you have).</p><p></p><p>Several smaller ones have rabid fanbases, too - CORPS, EABA, Plainlabel, Cortex Prime, Cortex Plus Hacker's Guide.</p><p></p><p>Then there are the systems using an Adapted Core mentality - each setting is a separate core, tweaked a bit for the various settings... 1983-1994 or so BRP, Palladium, Pre 1990 Hero System, FFG Star Wars, WEG d6, GDW's House Engine (Twilight 2000 v2.x, Dark Conspiracy, Cadilacs and Dinosaurs, Traveller: the New Era), White Wolf's old WoD, most d20 system games...</p><p></p><p>When all the games in a system have serious tweaks, it can be a crossover issue, such as with the Chaosium BRP lines of the 80s... You had </p><ul> <li data-xf-list-type="ul">Worlds of Wonder - the 1981 rules-light core, plus three setting books</li> <li data-xf-list-type="ul">RuneQuest 3e (released via Avalon Hill and Games Workshop)</li> <li data-xf-list-type="ul">ElfQuest </li> <li data-xf-list-type="ul">Stormbringer/Elric! (Name change across editions)</li> <li data-xf-list-type="ul">Ringworld</li> <li data-xf-list-type="ul">Call of Cthulhu</li> <li data-xf-list-type="ul">Worlds Beyond (started unlicensed, ended licensed, IIUC)</li> <li data-xf-list-type="ul">another Moorcock themed one</li> </ul><p>Each did magic a bit different.... Characters could be popped across easily - provided you just used their existing skillsets...</p><p></p><p>GDW was less consistent...</p><ul> <li data-xf-list-type="ul">Space 1889 - first draft of the House Engine... not coherent with rest of lines</li> <li data-xf-list-type="ul">Twilight 2000 2e... 1d10 < skill, most careers active duty military</li> <li data-xf-list-type="ul">Twilight 2000 2.2e 1d20 <(skill + att). same careers and skill levels.</li> <li data-xf-list-type="ul">Dark Conspiracy 1e 1d10 < skill, most careers civilian</li> <li data-xf-list-type="ul">Dark Conspiracy 1.2 moves to the 1d20 version</li> <li data-xf-list-type="ul">Cadilacs and Dinosaurs - mechanics 1d10 version, but char gen totally different</li> <li data-xf-list-type="ul">Traveller: the New Era - 1d20<(stat+skill), slightly different att range, (2d6-1 instead of 2d6-2 min 1), slower skill acquisition, different careers.</li> </ul><p>Excepting Space 1889, they were all gear compatibles.</p><p>T2k and DC were combinable, being essentially the same mechanics in subeditions, but with military hardware galore in T2K, and psionics and monsters in DC.</p><p>TTNE characters are less broadly skilled, until you consider the slightly broader skills.</p><p>Note that the change to 1d20 was made first in the GM screen... then in later printings of the books.</p><p>Caddies and dinos was template+some skill levels, in a manner drawn from Space 1889, but was otherwise mechanically T2K and DC 1.0 compatible</p><p>Space 1889 was d6 only, and had 3 different resolution methods in one edition...</p><p></p><p>The interoperability issue has some serious issues in various games.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9222209, member: 6779310"] While GURPS is dying, 'taint dead yet. In addition to Fate and SavW, Hero System and BRP are fairly well known and used, Genesys is mostly used by fans of FFG Star Wars (you can use whichever of the two's dice you have). Several smaller ones have rabid fanbases, too - CORPS, EABA, Plainlabel, Cortex Prime, Cortex Plus Hacker's Guide. Then there are the systems using an Adapted Core mentality - each setting is a separate core, tweaked a bit for the various settings... 1983-1994 or so BRP, Palladium, Pre 1990 Hero System, FFG Star Wars, WEG d6, GDW's House Engine (Twilight 2000 v2.x, Dark Conspiracy, Cadilacs and Dinosaurs, Traveller: the New Era), White Wolf's old WoD, most d20 system games... When all the games in a system have serious tweaks, it can be a crossover issue, such as with the Chaosium BRP lines of the 80s... You had [LIST] [*]Worlds of Wonder - the 1981 rules-light core, plus three setting books [*]RuneQuest 3e (released via Avalon Hill and Games Workshop) [*]ElfQuest [*]Stormbringer/Elric! (Name change across editions) [*]Ringworld [*]Call of Cthulhu [*]Worlds Beyond (started unlicensed, ended licensed, IIUC) [*]another Moorcock themed one [/LIST] Each did magic a bit different.... Characters could be popped across easily - provided you just used their existing skillsets... GDW was less consistent... [LIST] [*]Space 1889 - first draft of the House Engine... not coherent with rest of lines [*]Twilight 2000 2e... 1d10 < skill, most careers active duty military [*]Twilight 2000 2.2e 1d20 <(skill + att). same careers and skill levels. [*]Dark Conspiracy 1e 1d10 < skill, most careers civilian [*]Dark Conspiracy 1.2 moves to the 1d20 version [*]Cadilacs and Dinosaurs - mechanics 1d10 version, but char gen totally different [*]Traveller: the New Era - 1d20<(stat+skill), slightly different att range, (2d6-1 instead of 2d6-2 min 1), slower skill acquisition, different careers. [/LIST] Excepting Space 1889, they were all gear compatibles. T2k and DC were combinable, being essentially the same mechanics in subeditions, but with military hardware galore in T2K, and psionics and monsters in DC. TTNE characters are less broadly skilled, until you consider the slightly broader skills. Note that the change to 1d20 was made first in the GM screen... then in later printings of the books. Caddies and dinos was template+some skill levels, in a manner drawn from Space 1889, but was otherwise mechanically T2K and DC 1.0 compatible Space 1889 was d6 only, and had 3 different resolution methods in one edition... The interoperability issue has some serious issues in various games. [/QUOTE]
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