Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Tell me of your True20 campaigns!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="bento" data-source="post: 3872241" data-attributes="member: 36597"><p>Other publishers have been testing the water on True20 for a couple of years now. There's some good genre-specific games out there like Darwin's World (post-apocalyptic) and Blood Throne. I find that when there's not published materials already, its fairly easy to translate a feat or a monster over from D20 games. </p><p></p><p></p><p>I've used it to run a historical horror one-shot (two times) and Asian-style (OA) fantasy adventure. I use the one-shot as an introduction to the rules and made up pre-generated characters based on specific movie or fiction character types. The one-shot was a mystery with a good mix between social interaction and combat. The OA game was an ongoing campaign and True20 delivered the results I wanted. I was looking for rules that supported characters reward through solving problems and gaining honor, rather than D20's reward of XP (typically for killing stuff) and loot. In the OA game the players were much more invested in their characters than when I ran D&D for the same group, and they weren't afraid of using unusual tactics to resolve encounters. It tempered their hack-and-slash tendecies.</p><p></p><p>The first time you play the game you need to focus on imparting basic rules and running fun encounters. If the encounters aren't fun you're players probably won't want to play again. By having pre-gen characters, you can be sure to match the character's abilities to the action during the encounters. </p><p></p><p>For example: my historical horror I had characters for up to five players (2 musketeers, 1 assassin, 1 psi-powered cleric and 1 witch hunter) and encounters where any one of them had a feat, a skill or something in their background to address the situation. In real game play there wasn't a time where everyone waited on one player to do his thing. If the witch hunter was interrogating an old lady, one of the musketeers was also asking the town's sheriff about recent property foreclosures. Not that I didn't want a player to shine, I just wanted to make sure there were options available to the players.</p><p></p><p>Once you're players are ready to try True20 on a more permanent basis, take them through the character creation. If you're trying out True20 with a group, I suggest running a one-shot with pre-made characters. Character creation is another shining area of the game as players have a relatively clean slate to start from and build the character they envision. Since True20 doesn't follow the same strict character feats as D&D you can have two players building Ninjas that are completely different. Players don't have to wait until 6th level to get feat "x". </p><p></p><p></p><p><strong>Great: </strong> </p><p style="margin-left: 20px">Excellent for using in games that cross genres. </p> <p style="margin-left: 20px">Easy to translate D20 feats and critters</p> <p style="margin-left: 20px">Let's players create the character THEY have in mind, not what D&D rules dictate</p><p></p><p><strong>Good: </strong> </p><p style="margin-left: 20px">Lots of optional rules and support material</p> <p style="margin-left: 20px">I think it gets players to think a little more out of the box</p> <p style="margin-left: 20px">Magic system allows multiple use of same spells (no fire-and-forget)</p> <p style="margin-left: 20px">Minion rules (hit the mook once and they go down) make large scale combat a fun fight and not a record-keeping nightmare</p> <p style="margin-left: 20px">Action points (second chances)</p><p></p><p><strong>Bad:</strong></p><p style="margin-left: 20px">If you're players are die-hard D20-ites it might be hard to convince them to try something different</p> <p style="margin-left: 20px">Rulebook is, frankly, unimpressive from a visual standpoint; I've read complains from some that the book's illustrations are plain and not inspiring</p> <p style="margin-left: 20px">Hit-damage rules in the book aren't explained well; pick up the clarification sheet on the True20 web site</p> <p style="margin-left: 20px">Because its generic, True20 probably isn't a good replacement for D&D 3.5 if all your group is going to play is a D&D-genre game.</p> <p style="margin-left: 20px">Sometimes the dice doesn't go your way and you get knocked down or close to being killed, but that's why you have action points</p><p></p><p><strong>Ugly:</strong></p><p style="margin-left: 20px">The rhythm of "roll to hit - roll Toughness save" takes getting used to; we're so conditions that when we hit, the opponent is damaged</p> <p style="margin-left: 20px">You'll find at times that there aren't rules available yet to govern something you want to do; you may have to modify D20 rules (I did this with flintlock weapon rules)</p><p></p><p>I hope this helps and let us know if you have any success!</p></blockquote><p></p>
[QUOTE="bento, post: 3872241, member: 36597"] Other publishers have been testing the water on True20 for a couple of years now. There's some good genre-specific games out there like Darwin's World (post-apocalyptic) and Blood Throne. I find that when there's not published materials already, its fairly easy to translate a feat or a monster over from D20 games. I've used it to run a historical horror one-shot (two times) and Asian-style (OA) fantasy adventure. I use the one-shot as an introduction to the rules and made up pre-generated characters based on specific movie or fiction character types. The one-shot was a mystery with a good mix between social interaction and combat. The OA game was an ongoing campaign and True20 delivered the results I wanted. I was looking for rules that supported characters reward through solving problems and gaining honor, rather than D20's reward of XP (typically for killing stuff) and loot. In the OA game the players were much more invested in their characters than when I ran D&D for the same group, and they weren't afraid of using unusual tactics to resolve encounters. It tempered their hack-and-slash tendecies. The first time you play the game you need to focus on imparting basic rules and running fun encounters. If the encounters aren't fun you're players probably won't want to play again. By having pre-gen characters, you can be sure to match the character's abilities to the action during the encounters. For example: my historical horror I had characters for up to five players (2 musketeers, 1 assassin, 1 psi-powered cleric and 1 witch hunter) and encounters where any one of them had a feat, a skill or something in their background to address the situation. In real game play there wasn't a time where everyone waited on one player to do his thing. If the witch hunter was interrogating an old lady, one of the musketeers was also asking the town's sheriff about recent property foreclosures. Not that I didn't want a player to shine, I just wanted to make sure there were options available to the players. Once you're players are ready to try True20 on a more permanent basis, take them through the character creation. If you're trying out True20 with a group, I suggest running a one-shot with pre-made characters. Character creation is another shining area of the game as players have a relatively clean slate to start from and build the character they envision. Since True20 doesn't follow the same strict character feats as D&D you can have two players building Ninjas that are completely different. Players don't have to wait until 6th level to get feat "x". [B]Great: [/B] [INDENT]Excellent for using in games that cross genres. Easy to translate D20 feats and critters Let's players create the character THEY have in mind, not what D&D rules dictate[/INDENT] [B]Good: [/B] [INDENT]Lots of optional rules and support material I think it gets players to think a little more out of the box Magic system allows multiple use of same spells (no fire-and-forget) Minion rules (hit the mook once and they go down) make large scale combat a fun fight and not a record-keeping nightmare Action points (second chances)[/INDENT] [B]Bad:[/B] [INDENT]If you're players are die-hard D20-ites it might be hard to convince them to try something different Rulebook is, frankly, unimpressive from a visual standpoint; I've read complains from some that the book's illustrations are plain and not inspiring Hit-damage rules in the book aren't explained well; pick up the clarification sheet on the True20 web site Because its generic, True20 probably isn't a good replacement for D&D 3.5 if all your group is going to play is a D&D-genre game. Sometimes the dice doesn't go your way and you get knocked down or close to being killed, but that's why you have action points[/INDENT] [B]Ugly:[/B] [INDENT]The rhythm of "roll to hit - roll Toughness save" takes getting used to; we're so conditions that when we hit, the opponent is damaged You'll find at times that there aren't rules available yet to govern something you want to do; you may have to modify D20 rules (I did this with flintlock weapon rules)[/INDENT] I hope this helps and let us know if you have any success! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tell me of your True20 campaigns!
Top