
T. B. |
D20 Modern and White Wolf... don't quite fit what I'm looking for. Think more of a military simulator that takes even the littlest of minutiae into account. Multiple people to pilot a tank or jet and to be aware of the g-forces' effect on their bodies, radar jamming requiring knowledge of channels and wavelengths, hacking requiring the player to have an understanding of the operating system and source code, bomb defusal being... basically a real-time mock bomb defusal minigame, and so on.
I know that may not sound like fun to some, but it's what I'm looking for.

Matt Thomason |

D20 Modern and White Wolf... don't quite fit what I'm looking for. Think more of a military simulator that takes even the littlest of minutiae into account. Multiple people to pilot a tank or jet and to be aware of the g-forces' effect on their bodies, radar jamming requiring knowledge of channels and wavelengths, hacking requiring the player to have an understanding of the operating system and source code, bomb defusal being... basically a real-time mock bomb defusal minigame, and so on.
I know that may not sound like fun to some, but it's what I'm looking for.
Might be worth having a look at Spycraft 2.0 - it's got a few of the things you're looking for and is based on a d20 Modern core with new character classes plus lots of extra rules based on dramatic scenes you'd find in espionage movies (such as jamming signals, hacking, etc.) The hacking rules are a bit more abstract than you're looking for, but certainly meet the mini-game requirement.
Probably not going to meet your requirements on the vehicle side, though. Still, if you can get to look at a copy you may well find parts you can mix and match with other d20 games.

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Cyberpunk 2020 rules are quick, brutal and have been created by compiling many many many reports on firefights from soldiers, law enforcement and gang members.
You can find them for free as interlock unlimited.
Now the setting is cyberpunk, but the basic rules are all very good.

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A compilation of the original rules for Twilight 2000, as well as the 4 Poland based modules (Free City of Krakow, Pirates of the Vistula, Ruins of Warsaw and The Black Madonna) was put out a while ago. I actually stumbled upon it at a FLGS and snagged it right up (to go along with all the other T2K stuff I have). Again, it's the original rules, not the updated rules, so Coolness Under Fire is in there. :)
You can still find it on Amazon.
And while I did not try out the 3rd edition which cam out in 2009, you can pick that up as well.

mearrin69 |

I love T2K but wouldn't say that it meets the description in your original post. The only game that is close to my mind would be GURPS. It's not even quite as detailed as you're mentioning but I imagine you really wouldn't want to go quite as deeply as you imply.
The most detailed wargame on my shelf is Harpoon. It's super-cool but you'd probably have to spend some time at Annapolis to fully grok it... ;)
M

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Mearrin's got the right of it ... there is no RPG that is what you are describing ... T2K has some aspects that come close, GURPS has some that come close, Cyberpunk 2020 has some that come close ... the list can continue in that vein for quite a while.
While there are a lot of games that come close one numerous fronts, there is no game as described in the OP.

T. B. |
Well, in terms of depth, it's more that I'm making my players make informed and logical decisions, rather than depending on dice rolls.
So, for example, one of their characters is versed in bomb defusal, so I give them a US issue bomb defusing manual. Ingame, the character encounters a complex bomb. The player must then use a combination of the manual, logic, and a few dicerolls to defuse it.
Obviously, this doesn't happen every single session. Think of it as a kind of... nonfighting miniboss.

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This almost sounds like a LARP.
No, not really...
This is kind of how the early editions of D&D were played by a lot of people "back in the day"; where the puzzles and such were presented to the players to solve as opposed to their characters (which usually meant that if the player could not solve the problem, their character was not able to solve the problem either).
But you are correct in that this is not something that is usually codified within the game rules, especially in games that have been produced within the past decade or so, as this sort of play style has fallen out of favor and is thus not very popular amongst gamers today.

Matt Thomason |

Game mechanics-wise not the most complex - but real world thought out tradecraft, intel and just real world lore (DNR, Forensics, etc):
Delta Green.
I love Delta Green and the follow-up Countdown simply because of the lists of real-world government agencies in the back. I've used those in sooo many completely unrelated real-world games.

ngc7293 |

I remember playing a LARP and you were handed information and you were expected to act on that information. There was some dice rolling involved but not much.
Which sounds a whole lot like:
So, for example, one of their characters is versed in bomb defusal, so I give them a US issue bomb defusing manual. Ingame, the character encounters a complex bomb. The player must then use a combination of the manual, logic, and a few dicerolls to defuse it.

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I remember playing a LARP and you were handed information and you were expected to act on that information. There was some dice rolling involved but not much.
Which sounds a whole lot like:
T.B. wrote:So, for example, one of their characters is versed in bomb defusal, so I give them a US issue bomb defusing manual. Ingame, the character encounters a complex bomb. The player must then use a combination of the manual, logic, and a few dicerolls to defuse it.
There is a big difference in giving props to your players around a table and doing LARPs.

Matt Thomason |
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ngc7293 wrote:There is a big difference in giving props to your players around a table and doing LARPs.I remember playing a LARP and you were handed information and you were expected to act on that information. There was some dice rolling involved but not much.
Which sounds a whole lot like:
T.B. wrote:So, for example, one of their characters is versed in bomb defusal, so I give them a US issue bomb defusing manual. Ingame, the character encounters a complex bomb. The player must then use a combination of the manual, logic, and a few dicerolls to defuse it.
Also, please resist the urge to use army surplus landmines as props. Just sayin'. ;)