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General Tabletop Discussion
*TTRPGs General
Which "Tactical" TTRPG Would Work Best As An X-Com Like?
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<blockquote data-quote="Staffan" data-source="post: 9762440" data-attributes="member: 907"><p>As I've mentioned in other threads, I'm not a huge fan of GURPS but this is actually a place where I think it would fit – at least "run-time" GURPS. It's heavily tactical, with lots of fiddly bits and stuff that could provide meaningful differences between a regular rifle and a laser rifle. It would probably need a lot of changes in the chargen stage however, with a heavily curated skill list and such. Perhaps having separate chargen rules for soldiers and civilians (scientists, politicians, etc.)?</p><p></p><p>Huh. Perhaps one could steal a concept from Ars Magica. In Ars Magica, each player has two characters that are their own: a Magus and a Companion. In any given adventure, you only play one of them – typically, an adventure consists of one or two magi going off to do something for the Covenant (home base), accompanied by the Companions of the other players (so your Magus and Companion should have complementary niches – don't make both a Herbam/Animal-focused magus and a ranger-type Companion, because you'll only be playing one of them at a time). Similarly, an X-Com game could give each player both a Soldier and a Civilian character.</p><p></p><p>That said, I'm not sure an RPG is the right solution due to the mixed focus. You know what your description reminds me of? Frosthaven. In Frosthaven, the main gameplay consists of intricately tactical scenarios played out on a set of hex tiles, but in between each scenario* you have an Outpost Phase, where you spend resources to upgrade your home base in order to get access to better gear, or be able to bring various special abilities or conditions on future scenarios, or improve your home base's defenses, or improve your home base's economy, or whatever. This is also where you improve stats, buy/craft gear, and so on. You also have some random events that can happen in the outpost phase. That sounds a lot more like X-Com to me than most RPGs could manage (though I'd envision the tactical part to look more like Imperial Assault than Frosthaven/Gloomhaven).</p><p></p><p>* More or less. Sometimes one scenario runs right into another.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9762440, member: 907"] As I've mentioned in other threads, I'm not a huge fan of GURPS but this is actually a place where I think it would fit – at least "run-time" GURPS. It's heavily tactical, with lots of fiddly bits and stuff that could provide meaningful differences between a regular rifle and a laser rifle. It would probably need a lot of changes in the chargen stage however, with a heavily curated skill list and such. Perhaps having separate chargen rules for soldiers and civilians (scientists, politicians, etc.)? Huh. Perhaps one could steal a concept from Ars Magica. In Ars Magica, each player has two characters that are their own: a Magus and a Companion. In any given adventure, you only play one of them – typically, an adventure consists of one or two magi going off to do something for the Covenant (home base), accompanied by the Companions of the other players (so your Magus and Companion should have complementary niches – don't make both a Herbam/Animal-focused magus and a ranger-type Companion, because you'll only be playing one of them at a time). Similarly, an X-Com game could give each player both a Soldier and a Civilian character. That said, I'm not sure an RPG is the right solution due to the mixed focus. You know what your description reminds me of? Frosthaven. In Frosthaven, the main gameplay consists of intricately tactical scenarios played out on a set of hex tiles, but in between each scenario* you have an Outpost Phase, where you spend resources to upgrade your home base in order to get access to better gear, or be able to bring various special abilities or conditions on future scenarios, or improve your home base's defenses, or improve your home base's economy, or whatever. This is also where you improve stats, buy/craft gear, and so on. You also have some random events that can happen in the outpost phase. That sounds a lot more like X-Com to me than most RPGs could manage (though I'd envision the tactical part to look more like Imperial Assault than Frosthaven/Gloomhaven). * More or less. Sometimes one scenario runs right into another. [/QUOTE]
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Which "Tactical" TTRPG Would Work Best As An X-Com Like?
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