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What would it take to make a GOOD Dragon Ball Z RPG?
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<blockquote data-quote="Alzrius" data-source="post: 6485952" data-attributes="member: 8461"><p>...I mean besides "fights that take several hours to resolve," "lots of screaming," and "<strong><em>OVER NINE THOUSAND</em></strong> rules"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>In all seriousness, why is it that making an RPG out of one of (if not the most) popular anime ever - one that still has new material being released - is such a tall order? Insofar as I know, it's only been attempted once, and that didn't turn out very well (I know because I own a copy of that game). </p><p></p><p>So to all armchair game-designers on this board, why do you think that is?</p><p></p><p>My personal theory is that it's primarily due to the incredible range of power that such a system would have to cover. Most RPGs tend to stick to a relatively small scale in terms of how much power characters gain from when they're created to when they need to be retired. Indeed, the d20 System tends to have one of the larger ranges among RPGs that I've seen, and most people agree that the "math tends to break down" as you approach 20th level. Given that Dragon Ball (across the entire series) tends to start out with characters that are only slightly stronger than ordinary humans, to being able to shatter planets in one blow at the lower end of the power spectrum, to being literal <em>gods</em> with so much power that the only practical comparison is against other gods...that's a lot to ask of a set of mechanics.</p><p></p><p>What do you think?</p><p></p><p>EDIT: And I just noticed what this brought my post-count up to. Sparking! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Alzrius, post: 6485952, member: 8461"] ...I mean besides "fights that take several hours to resolve," "lots of screaming," and "[b][i]OVER NINE THOUSAND[/i][/b] rules"? :p In all seriousness, why is it that making an RPG out of one of (if not the most) popular anime ever - one that still has new material being released - is such a tall order? Insofar as I know, it's only been attempted once, and that didn't turn out very well (I know because I own a copy of that game). So to all armchair game-designers on this board, why do you think that is? My personal theory is that it's primarily due to the incredible range of power that such a system would have to cover. Most RPGs tend to stick to a relatively small scale in terms of how much power characters gain from when they're created to when they need to be retired. Indeed, the d20 System tends to have one of the larger ranges among RPGs that I've seen, and most people agree that the "math tends to break down" as you approach 20th level. Given that Dragon Ball (across the entire series) tends to start out with characters that are only slightly stronger than ordinary humans, to being able to shatter planets in one blow at the lower end of the power spectrum, to being literal [i]gods[/i] with so much power that the only practical comparison is against other gods...that's a lot to ask of a set of mechanics. What do you think? EDIT: And I just noticed what this brought my post-count up to. Sparking! :D [/QUOTE]
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