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General Tabletop Discussion
*TTRPGs General
Solid RPG system for modern/future campaigns?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4147894" data-attributes="member: 19675"><p>My personal first choice would be HERO. No game is more flexible.</p><p></p><p>Second would be Mutants & Masterminds, second only to HERO in flexibility, and actually somewhat simpler (though its simplicity does have some drawbacks).</p><p></p><p>Third would be a tossup between D20 Modern or Spycraft. One real advantage is the sheer amount of source material, especially if you're aiming for modern urban fantasy or present day sci-fi. Green Ronin has Modern Magic to expand the D20M magic system and its Psychic book is pretty good for a modern style game. Ultramodern Firearms D20 is excellent, and Second World is one of the best 3rd party sourcebooks out there. Another major advantage is that the current dominance of the D20 system in general- it will flattten the group's learning curve and you'll find no shortage of players.</p><p></p><p>If you're familiar with 2Ed D&D, you might find Alternity (OoP though it is) to be your cup of tea- its somewhat of a "missing link" (design wise) between 2Ed and 3Ed.</p><p></p><p>GURPS could do the job, but I don't particularly like it. Still, it has many positve aspects if you can stomach the system- mainly, it has a plethora of some of the best supplemental sourcebooks out there- second only to the combined output of the various D20 publishers. Even people who don't like GURPS buy some of their supplements...like me, for instance.</p><p></p><p>Generally speaking, though, any good supers or sci-fi game you and your fellow players agree on could do the trick. All you'd have to do is fiddle with the power level.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4147894, member: 19675"] My personal first choice would be HERO. No game is more flexible. Second would be Mutants & Masterminds, second only to HERO in flexibility, and actually somewhat simpler (though its simplicity does have some drawbacks). Third would be a tossup between D20 Modern or Spycraft. One real advantage is the sheer amount of source material, especially if you're aiming for modern urban fantasy or present day sci-fi. Green Ronin has Modern Magic to expand the D20M magic system and its Psychic book is pretty good for a modern style game. Ultramodern Firearms D20 is excellent, and Second World is one of the best 3rd party sourcebooks out there. Another major advantage is that the current dominance of the D20 system in general- it will flattten the group's learning curve and you'll find no shortage of players. If you're familiar with 2Ed D&D, you might find Alternity (OoP though it is) to be your cup of tea- its somewhat of a "missing link" (design wise) between 2Ed and 3Ed. GURPS could do the job, but I don't particularly like it. Still, it has many positve aspects if you can stomach the system- mainly, it has a plethora of some of the best supplemental sourcebooks out there- second only to the combined output of the various D20 publishers. Even people who don't like GURPS buy some of their supplements...like me, for instance. Generally speaking, though, any good supers or sci-fi game you and your fellow players agree on could do the trick. All you'd have to do is fiddle with the power level. [/QUOTE]
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