The-Last-Rogue |
It is a funny word, huh?
I am looking for a system to hang a Modern (perhaps, turn of the century) gritty/grim type of game on.
The game will have elements of the supernatural (magic, monsters, etc), but I want it to be a rule set that really supports this type of play.
I love D&D . . . but 3.x nor 4e make pulling off this game to easy. While it is arguable, and I agree somewhat, that style of game (grim & gritty, in this case) is dependent more on DMing than rules, there gets to be a certain point in any edition of D&D that the PCs just bring too much to the table to be worried about more mundane threats.
I have been thinking Savage Worlds or True20, or even Mutants & Masterminds, but am open (see also: asking) for suggestions, experiences, and thoughts.
Right now I am running a 4e game that captures the Sword & Sorcery/pulp feel well, but I am getting nostalgia for some grit.
Pop'N'Fresh |
savage worlds all the way. I'm amazed at how simple the rules are bit yet how unique each session is. The only limitation with the system is that you need a good story to focus on since stats and rules are quite fast and simple. Characters need good backgrounds and descriptions to stand out more than they need good stats.
kessukoofah |
Savage Worlds is a great choice for this! Though, my favorite "Gritty" setting is Godlike if you're willing to look for it and have a bent towards superheroes. although even if you don't, it works for playing squads of regular people as well that just happen to be in the world wars.
Just my 2cp.
Darkjoy RPG Superstar 2013 Top 16 |
Jeremy Epp |
Yeah. I am becoming more and more interested in Savage Worlds. I plan on picking up a copy soon and giving it read through.
Can someone illuminate how magic works a bit in this game system? You do not need to go full bear, but is it a framework on which you can hang your own dressing?
The basic magic system tends to give characters a very small number of effects and a pool of points to use them with a given recharge rate. Same core mechanic is used for Magic, Miracles and Psionics with slight tweeks to color each. Also in the main book are Weird Science and Lowrent Superpowers which use the same power list but have a little more heavily modified mechanics but still pretty core. Now the basic powers tend to be somewhat effect based and the GM/Player is heavily encouraged to state the 'trappings' of the power to be what they want. Thus the power is 'Bolt' which mechanically shots 1-3 ranged attacks at your enemies... now this one power could be 'magic missile' or 'lightning bolts' or 'acid arrows', or 'a flaming worm/snake that streaks out from your hand and dives into your opponents mouth and crawls out of their belly before attempting to plunge in again and again.' Various products have other magic/power systems and/or small tweeks to the core rules.
Hit their website www.peginc.com and download the free testdrive rules and whatever free adventures and characters catch your fancy and play through one or two to get a feel for it. The Core rules are cheap... used to be only $10.00 I heard that the next printing is going to go up though but will still be pretty affordable.
The-Last-Rogue |
The Last Rogue wrote:Yeah. I am becoming more and more interested in Savage Worlds. I plan on picking up a copy soon and giving it read through.
Can someone illuminate how magic works a bit in this game system? You do not need to go full bear, but is it a framework on which you can hang your own dressing?
The basic magic system tends to give characters a very small number of effects and a pool of points to use them with a given recharge rate. Same core mechanic is used for Magic, Miracles and Psionics with slight tweeks to color each. Also in the main book are Weird Science and Lowrent Superpowers which use the same power list but have a little more heavily modified mechanics but still pretty core. Now the basic powers tend to be somewhat effect based and the GM/Player is heavily encouraged to state the 'trappings' of the power to be what they want. Thus the power is 'Bolt' which mechanically shots 1-3 ranged attacks at your enemies... now this one power could be 'magic missile' or 'lightning bolts' or 'acid arrows', or 'a flaming worm/snake that streaks out from your hand and dives into your opponents mouth and crawls out of their belly before attempting to plunge in again and again.' Various products have other magic/power systems and/or small tweeks to the core rules.
Hit their website www.peginc.com and download the free testdrive rules and whatever free adventures and characters catch your fancy and play through one or two to get a feel for it. The Core rules are cheap... used to be only $10.00 I heard that the next printing is going to go up though but will still be pretty affordable.
Thanks.
Nervous Jester |
Hit their website www.peginc.com and download the free testdrive rules and whatever free adventures and characters catch your fancy and play through one or two to get a feel for it.
Of the free material, I'd recommend looking at The Moscow Connection One-Sheet adventure. If looking for grit, it provides a free Setting Rule for gritty damage in the system.
Honestly, the system might provide the "grit" you seek without it as while characters can grow more effective, there's no real point where they can simply ignore any threat.
Darkjoy RPG Superstar 2013 Top 16 |
Darkjoy wrote:Indeed, and I plan on running a campaign in it with Savage Worlds as a rules engine. I'm just not a big d20 fan these days.May I suggest Dark Heresy?
It is not really turn of the century, but it is gritty and grim.
There are a couple, reasonably looking adventures by my hand available at Dark Reign, check the downloads section.
Or you could check my profile for a direct link.