With TORG having a possible buyer I'm jonesing for some Cross Genre Gaming

darjr

I crit!
What's some of the best?

TORG?

GURPS Banestorm/Infinite Worlds?

Fringeworthy?

There has to be a lot I know nothing about.

To me it was the AD&D 1st ed DMG rules that really lit my imagination and had me wanting to mash genre's.

My best cross genre games where Barrier Peaks and GURPS games.
 

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Torg

I ran the whole 'Destiny Map' campaign in college and had a great time with it.

Torg had some great ideas (the Drama deck was awesome). I would love to see it with an updated rules system.

Ken
 


Rifts is a good setting.

Drama Deck sounds fun.

Mutants & Masterminds is a fairly easy game, and as a system can do cross-genre.

I worked out a Rifts d20 using SAGA edition star wars as a base rules set. I had an idea to do M&M with it, but that lost steam. Oh well.
 

How did the Drama Deck work?

The Drama Deck served three functions:

1: Modeling the flow of combat

2: Handling Complex Skill Checks

3: Giving players some influence on the story

Modeling the flow of combat

Group initiative is determined by the turn of a card each round of combat. The card gives initiative to either heroes or villains. Torg uses two different flavors of encounters (Standard and Dramatic), each of which had a separate entry for initiative. In standard encounters, the heroes mostly had initiative, while in dramatic ones the villains were favoured.

Additionally, the cards vote Approved Actions from a list of eight actions defined in the game system, e.g. Attack, Defend, Maneuver, or Taunt. A player receives an additional card for succeeding at an Approved Action.

Handling complex skill checks

The GM can declare a skill check to be a complex one. This can happen during combat as well at other times, as long as there's some form of time pressure involved, even on an abstract scale. The skill check is organized in a number of different steps, which have to be made in order; different steps can also use different skills. The steps are denoted with the letters A to up to F. When the skill check starts, the GM turns up a card from the Drama Deck. It shows several letters corresponding to the steps of the skill check. The player can only attempt the next step, when its letter is shown on the card, otherwise he has to wait.

A failure on a single skill check usually has no big consequence; you just lose a turn. Only if the complex skill check is designed in such a way, it may have more serious repercussions. "You rolled a one for Electric Devices when trying to clip the right cord of the bomb's trigger? Hmmh."

Player influence on the story

Each player starts the game with a hand of four cards from the Drama Deck. When combat rounds start, each player places one of his card face-up on the table per round. These cards form his pool, from which he may activate cards. The reason for this process is to give the GM some preparation time to incorporate the card in the flow of the story.

A lot of cards are simple affairs like giving you a bonus. Other ones are more powerful (Escape - the party escapes from an encounter), and the third group really can change the direction og the story. A player may meet someone he knows from the past, he might declare a villain to be his nemesis, or find his love - in the lair of the villain.

I should note that the Drama Deck is not only used in combat, but in other situations as well. The cards are used whenever the GM needs some control about who does what and when, be it combat rounds, a chase, a negotiation or whatever.
 

ICE had rules for Rolemaster/Spacemaster crossover but it was clunky at best. TORG was a great system but the setting system had some major flaws.
 

The Drama Deck is one of the most innovative mechanics in an RPG. I'm working on getting it converted to D&D 4e.

As for the setting/system, I'm the opposite. I think the system had some problems (mostly the MASSIVE number of skills and the 'glass jaw ninja' issue), but the setting itself rocked.

How many settings inspire debates about philosophy? :-)
 

The Drama Deck is one of the most innovative mechanics in an RPG. I'm working on getting it converted to D&D 4e.

As for the setting/system, I'm the opposite. I think the system had some problems (mostly the MASSIVE number of skills and the 'glass jaw ninja' issue), but the setting itself rocked.

How many settings inspire debates about philosophy? :-)

I agree on the setting I meant the part of the system that directly effected the setting. The rules that allowed the PC to push the Shards/other possibilities off. They where not very well written nor was there very good information on how important that part was to the whole campaign. My wife loved the system but because the way it was ran and the ability to change the settings/defeat the shards was not clearly given any weight it seemed that the PC where fighting a loosing war.
 


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