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General Tabletop Discussion
*TTRPGs General
What are the Differences between High-Fantasy and Futuristic/Cyberpunk Games?
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<blockquote data-quote="Clueless" data-source="post: 3311125" data-attributes="member: 11802"><p>Hm. That almost depends on the tone you pick and the players you have. </p><p></p><p>GURPS is a good general system, but you can die *fast* in that one b/c of the damage your weapons do. On the plus side - once you teach your group GURPS, they'll be set for anything from Shadowrun near future to Traveller space games. This is a *very* handy advantage, esp. with time travel. GURPS is also built rather handily around a perfect bell curve - which will make it much easier for you to predict player success rates.</p><p></p><p>I'm not fond of percentage systems like Call of Cthulhu b/c it can be hard to make any true headway in your skills, and there's the risk of them capping out. Your mileage may vary - you may need to tweak the points you give your players to start their characters with.</p><p></p><p>I don't recommend Palladium. Balance issues. Especially with Rifts. Especially with South America source books.</p><p></p><p>Abberant is ok, has some odd ball and abusable rules. Be careful with power gamers. Be very careful with the following powers: clone, matter control, momentum control.</p><p></p><p>Mage/Vampire/and that ilk, again, ok for the ruleset but the setting is so entwined with the rules that they can be tricky to separate if you need to.</p><p></p><p>Shadowrun is my favoured setting and system (I'm a SR 3rd ed sort of girl). I find once you have a handle on it - it has a brisk feel and about the right risk of injury to payoff for my play style. I'll freely dump rules I don't care for or am fuzzy on. Decking for example - I'll either use an Excel sheet that does the target calculations for me - or if my player is a programmer like myself - we'll go 'old school' and plan our attacks based off of actual computer security issues. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I prefer 2nd or 3rd ed SR over 4th b/c I feel 4th is just a thinly veiled White Wolf system with d6s. But then again I never let my groups get so out of hand that I ran into the powergaming 3rd is supposedly vulnerable to. </p><p></p><p>I've not done a lot with the Cyberpunk system but I suspect it has a higher damage risk than SR, and doesn't have the possibility of magic - or as I renamed it with SR once 'psionics' for an Alien game.</p><p></p><p>I could probably shoehorn just about any setting into a good game. But then I'm *very* fond of the understanding that the GM is the ultimate one in control of what the players are allowed to do - and players who understand the GM exercises that power only to preserve the healthy of the game... are even better in my book. It means that you can use rule 0 when you need to.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3311125, member: 11802"] Hm. That almost depends on the tone you pick and the players you have. GURPS is a good general system, but you can die *fast* in that one b/c of the damage your weapons do. On the plus side - once you teach your group GURPS, they'll be set for anything from Shadowrun near future to Traveller space games. This is a *very* handy advantage, esp. with time travel. GURPS is also built rather handily around a perfect bell curve - which will make it much easier for you to predict player success rates. I'm not fond of percentage systems like Call of Cthulhu b/c it can be hard to make any true headway in your skills, and there's the risk of them capping out. Your mileage may vary - you may need to tweak the points you give your players to start their characters with. I don't recommend Palladium. Balance issues. Especially with Rifts. Especially with South America source books. Abberant is ok, has some odd ball and abusable rules. Be careful with power gamers. Be very careful with the following powers: clone, matter control, momentum control. Mage/Vampire/and that ilk, again, ok for the ruleset but the setting is so entwined with the rules that they can be tricky to separate if you need to. Shadowrun is my favoured setting and system (I'm a SR 3rd ed sort of girl). I find once you have a handle on it - it has a brisk feel and about the right risk of injury to payoff for my play style. I'll freely dump rules I don't care for or am fuzzy on. Decking for example - I'll either use an Excel sheet that does the target calculations for me - or if my player is a programmer like myself - we'll go 'old school' and plan our attacks based off of actual computer security issues. ;) I prefer 2nd or 3rd ed SR over 4th b/c I feel 4th is just a thinly veiled White Wolf system with d6s. But then again I never let my groups get so out of hand that I ran into the powergaming 3rd is supposedly vulnerable to. I've not done a lot with the Cyberpunk system but I suspect it has a higher damage risk than SR, and doesn't have the possibility of magic - or as I renamed it with SR once 'psionics' for an Alien game. I could probably shoehorn just about any setting into a good game. But then I'm *very* fond of the understanding that the GM is the ultimate one in control of what the players are allowed to do - and players who understand the GM exercises that power only to preserve the healthy of the game... are even better in my book. It means that you can use rule 0 when you need to. [/QUOTE]
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