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What system would you run Assassin's Creed in?

Wednesday Boy

The Nerd WhoFell to Earth
My group is wrapping up our current campaign and everyone's throwing their hats into the ring for what game to play next. One of the group offered to run an Assassin's Creed type of game using either Savage Worlds or FATE as the ruleset.

I might throw out 7th Sea as another option but I'm not very familiar with AC so it may not be a good match. Do you all have any suggestions for a system to run it in? And why would you choose that system? Thanks for your insights!
 

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Celebrim

Legend
My group is wrapping up our current campaign and everyone's throwing their hats into the ring for what game to play next. One of the group offered to run an Assassin's Creed type of game using either Savage Worlds or FATE as the ruleset.

I might throw out 7th Sea as another option but I'm not very familiar with AC so it may not be a good match. Do you all have any suggestions for a system to run it in? And why would you choose that system? Thanks for your insights!

Honestly? Something like 3e D&D or one of its variants - Pathfinder or Conan RPG for example. 4e D&D would work pretty well as well. The reason is that Assassin's creed is a very low lethality game where the PC is pretty much never in danger when faced with only a handful of opponents, and generally speaking doesn't take a lot of damage from falling off things either. 4e offers the very quick recovery period seen in the game. Both handle learning new manuevers and combat abilities well. Without a lot of magic, the game should be pretty easy to run.

FATE is a great system, but it seems to me pretty poorly suited to the combat centric model of the game. I'd use FATE for games with a heavy social RP or which were suited to a social as combat model. A game based on 'The Scarlett Pimpernell' would probably suggest FATE to me. Combat heavy games suggest D20 in some fashion.

BRP is another possibility that might work well.

Savage Worlds offers a light combat model and is good with large groups, but I'm not a big fan of the design. On the other hand, it seems like a system that rewards a skilled extemporaneous DM, so if you think you can handle the system well then I don't see a reason why not to go that route. And, Savage Worlds definately has Assassin's Creed 'whiff and ping' combat down.
 

Agamon

Adventurer
Savage Worlds offers a light combat model and is good with large groups, but I'm not a big fan of the design. On the other hand, it seems like a system that rewards a skilled extemporaneous DM, so if you think you can handle the system well then I don't see a reason why not to go that route. And, Savage Worlds definately has Assassin's Creed 'whiff and ping' combat down.

I agree. I recently asked the same thing for Mass Effect, and there has already been work done in both SWSE and SW.

I prefer the DM-on-the-fly method, myself, so Savage Worlds works best for the video game style of combat, in my opinion.
 

Celebrim

Legend
I agree. I recently asked the same thing for Mass Effect, and there has already been work done in both SWSE and SW.

I'm a pretty big fan of FASA 1e SW, and so that would be tempting for Mass Effect. I have to say that FATE would be pretty tempting for the Mass Effect universe as well, as Mass Effect strikes me as for more social in inclination than Assassin's Creed.

Though the in game system for ME is alot like 3e D20 to me. And the in game system for ME 2 reminded me a bit of 4e D20.
 


Agamon

Adventurer
I'm a pretty big fan of FASA 1e SW, and so that would be tempting for Mass Effect. I have to say that FATE would be pretty tempting for the Mass Effect universe as well, as Mass Effect strikes me as for more social in inclination than Assassin's Creed.

I dunno, the combat in ME is pretty tactical, so I'd personally like more chunky rules for that.

I haven't played AC:B, so I'm not sure how multiplayer combat works, but I think if I had to choose game to emulate with FATE, it'd be AC over ME.

Though the in game system for ME is alot like 3e D20 to me. And the in game system for ME 2 reminded me a bit of 4e D20.

Not grokking this. ME1 and ME2 have their differences, for sure, but the powers were powers in both. Maybe I just don't understand what you mean?
 


senna

First Post
I think that 7th sea would make a great match, with its rules for brute squads and its simple resolution system for skills.

If you have the time, creating new swordsman´s schools would make the diferentiation between character´s even more interesting.
 

My group is wrapping up our current campaign and everyone's throwing their hats into the ring for what game to play next. One of the group offered to run an Assassin's Creed type of game using either Savage Worlds or FATE as the ruleset.

I might throw out 7th Sea as another option but I'm not very familiar with AC so it may not be a good match. Do you all have any suggestions for a system to run it in? And why would you choose that system? Thanks for your insights!

Having played Assassin's Creed 1 and 2 extensively, I'd actually probably go with GURPS. The general "feel" of the fighting and interaction just seems GURPS-ish to me--which is odd, considering I'm a big fan of Savage Worlds, and only moderately lukewarm about GURPS as a system.
 

Dannyalcatraz

Schmoderator
Staff member
I'd probably use a low-power HERO campaign (Fantasy HERO, perhaps) with the Ultimate Martial Artists sourcebook handy.

Despite my general dislike for GURPS, I bet its gritty combat system would handle AC pretty damn well, though. So while I wouldn't run it in GURPS, I'd probably be all over someone's decision to run it in that system.
 


Wednesday Boy

The Nerd WhoFell to Earth
Thanks for all of the suggestions everyone! I've given the GM the link to this thread, so hopefully he'll take a look at what you all recommend.

I don't know if it changes anyone's recommendations but in talking to the GM yesterday he was hoping the game focus would not be on group combat but rather quick focused strikes, then fading into the shadows. And each player would have a specific specialty (poison, the brains, knife throwing, etc.) that would give them the spotlight depending on the type of assassination that was being done.

I'm a little worried about the PCs stepping on each other's toes since we're all filling in the same role but the GM knows his stuff, so I'm willing to try it out.
 

Gundark

Explorer
Hmmm well it is a crunchier game, but Fantasycraft. The Assassin class in the game was HEAVILY inspired by the Assassin's creed series.
 

Imaro

Hero
I'm going to suggest Mongoose Runequest and recommend that you also take a look at the Deus Vult Campaign setting. It is basically Assasin's Creed with monsters and black magic mixed in.
 

Krensky

First Post
I'll second Fantasy Craft. The Assassin clas is heavily inspired by the games and the class structure gives you lots of room to build all sorts of operatives with all sorts of specialities.
 

Lenny J

First Post
My group is wrapping up our current campaign and everyone's throwing their hats into the ring for what game to play next. One of the group offered to run an Assassin's Creed type of game using either Savage Worlds or FATE as the ruleset.

I might throw out 7th Sea as another option but I'm not very familiar with AC so it may not be a good match. Do you all have any suggestions for a system to run it in? And why would you choose that system? Thanks for your insights!

An important note: You need to be familiar with Assassin's Creed in heavy detail for something like that to work. Not only that, but you should also know the respective system inside-out and backwards. I was considering running an AC game and spent a lot of time thinking of systems to use and came up with a few choices.

1. Shadowrun has a decent system... if you know how to run it. From my experience, missing a single rule lets the system just fall to pieces. This goes back to the knowing the system inside-out and backwards. It's a great system for Assassin's Creed simply by the way the stats and skills work, and the design of the character sheet. Both of these resemble a very animus-esque style. The damage being a damage track that reduces your checks. Because it is assassin's creed, you would have to find a way to throw out / change the races that aren't Human. Then throw out rules for spell casting and the matrix since you wouldn't need them... All of this being said; It is, again in my experience, Hard to learn. I mean it, it takes some time, and I still don't properly know the system. The sessions I've played in have sucked, but I hear with a good DM and the right rules its pretty fun

2. Call of Cthulhu. The Pros: It's a neat system and definitely unique and realistic. The Cons: It is a very Niche system and is almost exclusively Horror unless you really​ rework some stuff and you're an expert to the system. I would not recommend this.

3. The other option I found is a system called Genesys. Here's the catch: It's not out yet. It's made by Fantasy Flight and most of their games turn out great. Essentially it is their Star Wars RPG System which seems very underplayed, but it can be played in any setting with stats for things non-starwars (since their rulebooks respectively are strictly starwars. It is, by all means, a great system, and the same system. The dice are exactly the same. The system is built less on the concept of Health Points and Damage, and more on the narrative side. You have special dice with symbols. Both positive dice and negative dice have counterparts. Symbols are Success, Advantage, Failure, Threat; and then there is Triumph and Despair for your crit and crit fail. Successes cancel Failures, Advantages cancel Threats, but Triumphs and Despairs do not cancel each other. The idea is pretty simple afterwards. Cancel out symbols until you have a pool of dice symbols, then those symbols are spent to do things like succeed your check, but its used as narrative aid. for example, a failure with 3 advantages could allow me to instead disarm the enemy.It's a really cool system and I implore you to check it out. It is also relatively easy to learn, but its pricey. If you ever plan on running a game in the starters universe you have to use their system. They actually work with destiny so the things printed in their books are as close to canon as you can get. It's the canon tabletop essentially.


For my campaign I will be using Genesys. (Unless I can learn Shadow-Run really well.)

I hope this helped.
 

Wednesday Boy

The Nerd WhoFell to Earth
An important note: You need to be familiar with Assassin's Creed in heavy detail for something like that to work. Not only that, but you should also know the respective system inside-out and backwards. I was considering running an AC game and spent a lot of time thinking of systems to use and came up with a few choices.

1. Shadowrun has a decent system... if you know how to run it. From my experience, missing a single rule lets the system just fall to pieces. This goes back to the knowing the system inside-out and backwards. It's a great system for Assassin's Creed simply by the way the stats and skills work, and the design of the character sheet. Both of these resemble a very animus-esque style. The damage being a damage track that reduces your checks. Because it is assassin's creed, you would have to find a way to throw out / change the races that aren't Human. Then throw out rules for spell casting and the matrix since you wouldn't need them... All of this being said; It is, again in my experience, Hard to learn. I mean it, it takes some time, and I still don't properly know the system. The sessions I've played in have sucked, but I hear with a good DM and the right rules its pretty fun

2. Call of Cthulhu. The Pros: It's a neat system and definitely unique and realistic. The Cons: It is a very Niche system and is almost exclusively Horror unless you really​ rework some stuff and you're an expert to the system. I would not recommend this.

3. The other option I found is a system called Genesys. Here's the catch: It's not out yet. It's made by Fantasy Flight and most of their games turn out great. Essentially it is their Star Wars RPG System which seems very underplayed, but it can be played in any setting with stats for things non-starwars (since their rulebooks respectively are strictly starwars. It is, by all means, a great system, and the same system. The dice are exactly the same. The system is built less on the concept of Health Points and Damage, and more on the narrative side. You have special dice with symbols. Both positive dice and negative dice have counterparts. Symbols are Success, Advantage, Failure, Threat; and then there is Triumph and Despair for your crit and crit fail. Successes cancel Failures, Advantages cancel Threats, but Triumphs and Despairs do not cancel each other. The idea is pretty simple afterwards. Cancel out symbols until you have a pool of dice symbols, then those symbols are spent to do things like succeed your check, but its used as narrative aid. for example, a failure with 3 advantages could allow me to instead disarm the enemy.It's a really cool system and I implore you to check it out. It is also relatively easy to learn, but its pricey. If you ever plan on running a game in the starters universe you have to use their system. They actually work with destiny so the things printed in their books are as close to canon as you can get. It's the canon tabletop essentially.

For my campaign I will be using Genesys. (Unless I can learn Shadow-Run really well.)

I hope this helped.

Thanks for the suggestions! The GM who wanted to run the AC game never actually ran it. Our group put our roleplaying on hold for the time being due to limited availability but if he ever dusts off the idea, I'll pass the recommendations along!
 

FATE springs to mind, definitely. If the plan is to involve the Animus and split between the past and present, a modified version of The Strange could fit with that quite nicely.
 

AnimeSniper

Explorer
1. Give the players either a meeting point i.e. their parents have all been tortured then killed and with cryptic notes left behind they meet the only surviving Assassin of their parents Order/Guild.
2. Objective could be of course simple revenge or to stop the killers from obtaining some forgotten mystical object like in the recent film the Apple of Eden or a weapon like the Spear of Destiny or the Shroud of some unknown Healer from Christs bloodline and etcetera.
 

GMMichael

Guide of Modos
Thanks for the suggestions! The GM who wanted to run the AC game never actually ran it. Our group put our roleplaying on hold for the time being due to limited availability but if he ever dusts off the idea, I'll pass the recommendations along!

Good, because the game I was going to recommend isn't actually available yet. But the AC movie trailer made the concept look weirdly sci-fi, so you might try something o.l.d. and n.e.w. . .
 

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