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Street Fighter RPG from White Wolf...did anyone else play it?????????

cybernetic said:
I've been reading through the Street Fighter rpg books from White Wolf and miss playing that game. It had a pretty good combat system. I'm thinking about making a conversion of that game over to d20, maybe with an original (and more fantasy oriented) campaign setting. Would anyone be interested in maybe starting a conversion site about this?

I owned this game once. I ran a six-month campaign with it, and it's still one of the best campaign that I've run to date. I still look back on that time, and the game, fondly.

That said, this game had severe flaws with it. As pointed out previously, the powers were not at all tested for game balance. Amongst the worst were poor quality control, non-existent game balance overall and flawed mechanical implementation of setting concepts.

The first point is easy to demonstrate. The first two releases--the rulebook and Secrets of Shadoloo--were quite good overall, and there was nothing (other than some lame adventures and some extrapolation stretches) disappoining about them. The Player's Guide was the break-point, as it introduced Cartwheel Kick--based off Orchid's combo manuever from the Killer Instinct series--and failed to make it a straight-line only move. This meant that, prior to actually going into the attack, the fighter could move wherever he wanted; afterwards, he could keep going until he ran out of move points. With a high Dex and Athletics, which was common in gameplay, this one move slaughtered scores of NPCs right dead. After this came the lame Duelist(weapon) rules, animal powers (ditto), elementalists (ditto), cybernetics (ditto) and some new moves that no one in their right mind took because they were suboptimal. In the end, with The Perfect Warrior and the book of fighter NPCs to beat up (because their stat blocks weren't properly designed), my PCs shot up to World Warrior rank at the end. There were looking for Dee Jay, so they could take turns challenging him until he lost (and the winning PC would automatically become a World Warrior).

*sigh*

This was distressingly common, as there was far more fun to be had in fighting tournaments than in doing any other form of adventuring with this game.

The worst example of the second point is this: Dexterity was the God Stat for all stylists because it determined how fast your fighter acted. The faster your fighter acted, the better he'd do in combat because he could interrupt slower fighters during their turns. This made grapplers and most focus fighters worthless, forcing the gameplay to shift over to speedy strikers and God-of-Speed combos. (All combos became Block-<BIG MOVE HERE>-Move because of the speed advantages involved, and it was the best trade of speed for damage while remaining able to get out of Dodge come the turn after the big hit.)

This made several PCs and NPCs suboptimal, while others were overpowered for where they stood. As the gamers attracted to this game are gamist first, this really pissed off the fanbase; cries of "BROKEN!" roared forth, and many others shied away as a result.

The last point is that the RPG had a mechanic for Honor and Glory, one more-or-less identical to the Werewolf version in how it worked. (The specifics varied, of course.) The concept was that PCs would be Honorable, and work to gain it at every opportunity. This precluded sensible combat tactics, such as striking a foe when he was Dizzy (stunned, in D20 terms), and sensible battle strategies (Kill The Bad Guy).

Naturally, none of my PCs gave a damn. Honor gain was a by-product of their Glory-mongering, which was far more important in the long-run as Glory was the meter by which a PC's fame was measured; it usually matched his ranking in his primary form of Street Fighting.

And don't even think about getting the usual SFRPG gamer to do anything heroic outside of the ring.

That said, it's easy enough to put into a D20 game. What needs to be done is to forget any concept of making this into a D&D campaign option; wait for D20 Modern because that will probably be a better foundation for such a conversion effort. After that, use the new martial arts rules from OA to simulate the learning and mastery of the various styles of combat in the SF setting. Soon you'll have players bellowing SHO-RYU-REPPA! as loud as they can.
 

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This would be interesting to see. I'd love to finally see a d20 game that has good martial arts.:) I'd think the powers could be done best as feats though Fireball, Improved Fireball, etc. It could probably be done much easier on another system though.
 

Man, this game was awesome!

I have nothing but good memories of this game. Admittedly, it was pretty linear... a bunch of fighters going around the world fighting in tournaments.

Although you KNEW every game was going to involve a tournament fight, it didn't have to be JUST about tournament fighting. In fact, the campaign I played in revolved around a mysterious drug produced by Shadoloo that turned people into monsters!

So whether you did most of your gaming on or off the mat, it was a good game, and I mourn its passing. Sometimes I really wish I could remember enough of our old campaign to put into a Story Hour... it's one of those you talk about years later. "Remember when Cheval Noir and Dharma Pete had to talk their way out of that Shadoloo bar? Remember when the Silver Rose told us how she became immortal?"

Ah, those were the days.

I agree with the other posters though, that the sourcebooks tended to unbalance things. All you really need is the main book to make a good, fairly balanced game. (Although I think some of the grapplers were at a big disadvantage)
 

I ran a campaign that lasted a good three and a half years! It was indeed the best game I ever ran.

However, it wasnt' because of the system. The system was extremely broken. A previous poster broke it down really well.

So, basically the players and I went through and cleaned house on the rules. The core rules only had a few tiny 'house rule' like tweaks for certain situations, the majority of the work was done on the manuevers themselves.

Things like "Shock Treatment", "Cartwheel Kick", "Headbite" and many others had to be tweaked. Then on top of that, some new manuevers that showed up in supplements had to be carefully screened before being let into our game. Many didn't make it. We also made up a lot of other moves that would even out the playing field.

Because 'yes' super fast strikers were ruling. The 'Block-to-Super Move' combo was deadly. Even when predictable. We solved a lot of these problems by simply looking to the actual video game for inspiration. "Street Fighter Alpha" and "King of Fighters" to be exact. Things like 'Alpha Counters' were added into the game for example.

If we felt there were blank spots in the manuevers list that unbalanced the game, we tried to fill it up by making up our own manuevers and test playing them. The strategy of chosing your card got really really exciting and fun!

By itself, played straight as White Wolf had published it, "Street Fighter" was a horrible game. But if you take it and fix it with a lot of house rules properly, its really enjoyable!

If you can ask my Players, I'm sure they'd tell you how memorable the final fight with M.Bison was. Boy, I'm getting some good nostalgic feelings just thinking back on it.

Off topic for a second, I thought I was a good GM after this successful campaign. I thought I was pretty hot stuff. Then after I GMed some other games with other players, I didn't do so good. Pretty poor in fact. That's when it really sunk in (for sure) that its just as important to have good players as well as a good GM. Just having one won't make a good game. You need both. The chemistry of a good game group is so important if you're looking to create a kick butt campaign.

P.S. I have indeed been tossing around ideas and scribbling down notes on possible ways to convert 'Street Fighter' to d20. My biggest and most difficult concerns revolved around keeping the action like the card game and the video game.
 


Fighting Games as RPG Settings: Feng Shui

A topical aside: I run a Feng Shui campaign and one of the PCs is one of the major characters from a Japanese fighting game franchise: Iori Yagami, from SNK's King of Fighters series.
 
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Well I'm working on a conversion that is similar to the dnd magic system as far as how the maneuvers are handled with some other ideas for working things like AC and HP.....if any of you are interested in helping with this project drop me a line....I'll try to start posting some of my ideas and whatnot after I get off work tonight.....My plan is to create an original fantasy world to host these conversions and what not....and to release it as a free pdf....anywayz...gotta get back to work....

bump....... :oP
 


Yea, we played Street Fighter. For like a year and a half, actually. We hated the system, but we had a real blast with the game because of the players and the GM. God, the awful lines that came out of that game... <g>
 

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