Tomb Raider game

Heh. Exactly. That's the bad news.

I'd say that there are two good newses, though (a word of my own invention that makes me sound a little Gollum-ish, sadly):

1) Think of a room like that as being one of the big fights. If you can prep four of those things, you've got a full session. Stuff in between them can be the simple blade traps or dart traps or collapsing walls or whatever, just like your average dungeon encounter has one encounter of "11th-level wizard, his Vrock thrall, a spellcasting naga, a half-fiend basilisk, and five mind flayers" and about five encounters of "1d3 minotaurs".

2) If you like Tomb Raider Legend, you've got your research inspiration right there. If you play a specific section, think about what you had to do, how the level was set up, and what the consequences for failure are. Since you probably don't want to force people to reload for failing one Jump check ("aaaaaaaaaaaaah splat, okay, reload"), you can use the Tomb Raider levels as a starting point and put in additional failure options that aren't fun, but aren't killer, either. For example, that chasm with the spikes at the bottom? Okay, forget that. Instead of spikes, it's water. Right there, that's a lot less damage, and instead of "Okay I just fell onto spikes and died," it's "I fell into water, and have to swim quickly to escape the alligators, but once I get out, I can climb a ladder back up to the tunnel just before the chasm again."
 

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klofft said:
So I'm enjoying the crap out of Tomb Raider Legend right now and I got to thinking about the Tomb Raider genre as a tabletop RPG option.

What would be a good system for this sort of thing (perhaps the genre would be "modern day exploration" or just "tomb raiding")? Obviously, I'd ditch the "hero with off-camera sidekicks" model in favor of a team-based approach (more like the Danger Girl comic with more seriousness).

The system or ruleset would need fairly robust rules for making physical actions other than combat to be exciting, and it would need enough flexibility that supernatural elements could be used without too much hassle.

Thoughts?
C


Team-based? I don't think no one handles team-based better than Spycraft 2.0. I would highly recommend it. Mix in some of the recent releases Spy 2.0 Conspiracies for some real world conspiracy storylines, the Spellbound line, vol. 1 was just released, for some mystical stuff and you got the makings for some good fun spent around the table.
 

Yeah, I have SC 2.0. My group has been playing SC 1.0 for several years now. I would like the chance to use the new rules, but I can't help wondering if d20M may be a more straightforward system for this sort of game.
 

D20 Modern can do it, but the skill-heavy aspect may be a problem. Unless you use some sort of work around (like my soon to be published modern skill groups).

Spycraft could do it pretty well, and 2.0 is an excellent system with a lot of interesting mechanics. It will probably end up pretty high level but I doubt that bothers you.

My suggestion would be to use True20. It takes a little getting used to but it's a robust system that allows characters to be extremely capable at any level and removes much of the squishiness of low-level characters while retaining the 'mooks can be dangerous' aspect at all levels.

Or you could go non-d20, into something such as Savage Worlds, GURPS, World of Darkness, Shadow Run, or a dozen other systems.

Whatever you decide, good luck. And listen to takyris, that's some danged good advice.

Edit: Forgot to think.
 
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I would give Mutants & Masterminds a look too. Really depends on the style you are going for. If you want really cinematic and over-the-top action, MnM would work nicely. It handles non-powered heroes fairly well and is great for wacky gadgets.

If you want a more realistic or grittier feel, definitely check out Spycraft 2.0. Spycraft is a great system but definitely heavy on the rules. If you want gritty/realistic but a little more rules-light, check out Grim Tales and/or d20 Modern. I always gravitate to Grim Tales over Modern though.
 


I ran such a game in Spycraft (though psuedo WWII Indiana Jones esque).

Using the SC Chase system for trying to evade a boulder-trap was awesome...

I'd probably either go Spycraft or Savage Worlds, depending on which group I'm playing with (SW for the group which have played 3rd edition once and all the options tend to confuse them in D&D, never mind Spycraft).
 

klofft said:
So I'm enjoying the crap out of Tomb Raider Legend right now and I got to thinking about the Tomb Raider genre as a tabletop RPG option.

What would be a good system for this sort of thing (perhaps the genre would be "modern day exploration" or just "tomb raiding")? Obviously, I'd ditch the "hero with off-camera sidekicks" model in favor of a team-based approach (more like the Danger Girl comic with more seriousness).

The system or ruleset would need fairly robust rules for making physical actions other than combat to be exciting, and it would need enough flexibility that supernatural elements could be used without too much hassle.

Thoughts?
C

Grim Tales would work well for this.
 

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