Suggest some good Sci-Fi Settings and / or Systems


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R Talsorian just had a kickstarter to release Mekton Zero, which I understood to be an updating of the ruleset.
Link:
Kickstarter


Has anyone tried Alpha/Omega? I have the pdf of the rule book, but i've never had a chance to play it...


Xzaral wrote:

First off I'd like to say thanks for all the suggestions everyone! Lots of good systems out there!!

Right now we're discussing GURPs Traveller. At present I have my copy of the 3rd edition rules revised (well the books says Basic Set Third Edition Revised). I plan to pick up the main Traveller book PDF for GURPs this weekend. Other books I happen to own for GURPS include Psionics, Magic, Mecha, and Dragons (it's hardback). From those who've tried the system what other books would be good to pick up?

Even if you're not interested in the Third Imperium setting, there are several books in the line which are excellent for particular types of campaign. First In would be a useful book for any SF Explorers game using GURPS, even if parts of it are specific to 3I. Far Trader similarly for merchants, Star Mercs and/or Ground Forces for military campaigns on the ground, and so on. And the Alien Races series are very good, some of the better aliens in SF RPGs (not the best; that's 2300AD). If you want a detailed 3I location, I'd recommend Behind the Claw over Rim of Fire simply because the former has more variety in what you'll encounter.


Xzaral wrote:
Right now we're discussing GURPs Traveller. At present I have my copy of the 3rd edition rules revised (well the books says Basic Set Third Edition Revised). I plan to pick up the main Traveller book PDF for GURPs this weekend. Other books I happen to own for GURPS include Psionics, Magic, Mecha, and Dragons (it's hardback). From those who've tried the system what other books would be good to pick up?

Assuming that you mean the 3rd-Edition version of GURPS Traveller, I believe that GURPS Space is an official prerequisite. (I heard that this is not true of the "Interstellar Wars" book, but that's for 4th Edition.)

Liberty's Edge

Kryzbyn wrote:

R Talsorian just had a kickstarter to release Mekton Zero, which I understood to be an updating of the ruleset.

Link:
Kickstarter

While it likely will have a few updates and the errata rolled in, Zero is mostly an update of the Algol setting from Mekton/Mekton II.


Krensky wrote:
Kryzbyn wrote:

R Talsorian just had a kickstarter to release Mekton Zero, which I understood to be an updating of the ruleset.

Link:
Kickstarter
While it likely will have a few updates and the errata rolled in, Zero is mostly an update of the Algol setting from Mekton/Mekton II.

This is correct.

I'd have liked to have been given a chance to fix Starblade, myself, and I have reams of notes on how to do so lingering on my hard drive, but Algol is the longest-running Mekton game world, and is the most well-known and played, so it makes sense.

I just really loved Starblade and wanted to see it get its fair shake.

Liberty's Edge

203X probably didn't help.


Krensky wrote:
203X probably didn't help.

What bothers me the most is that 203X was pretty solid, system-wise (barring some small issues with missing text), but most folks looked at the art and refused to touch it. The art is not the game. The game is the game. The art is there to give you something to look at.

But I will stop now before I go on a rant about how people conflate good art with good game and how that has seriously ruined many good games while pushing poor or mediocre offerings to the fore.

Liberty's Edge

My issue was mostly that it makes SBB (which I loved) not the future of CP and that Mike couldn't decide what sort of post-cyberpunk it wanted to be.


Krensky wrote:
My issue was mostly that it makes SBB (which I loved) not the future of CP and that Mike couldn't decide what sort of post-cyberpunk it wanted to be.

Legitimate concerns, I think.

It actually could have made SBB the future of Cyberpunk, in that it represented the Collapse that SBB had dragged itself out of (Fun fact, the Solingen/Pleiades settlers were supposed to be the descendants of the Highriders who shot their colonies out of the Sol system), but we'll never find out.

And I had such plans for the Midnight Suns, too. :(


My two coppers worth go shadowrun ( 3rd ed i played 4+5 ok but not a patch on 3) plus it sounds like you already have the rules and there loads of stuff online in pdf
Also traveller ( the mongoose version is good plus quite easy to get hold of) star wars is good but system a little odd but everyone knows the setting

RPG Superstar 2009 Top 32

tony gent wrote:
... star wars is good but system a little odd but everyone knows the setting

Which Star Wars version?

Liberty's Edge

D6 is the only Star Wars system of consequence.

Liberty's Edge

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That's a funny way of saying "Saga Edition."

I worked for a FLGS for six hours in 2007; the Core Rulebook was my pay. I will defend this edition until I go to my grave.

Sovereign Court

jemstone wrote:
Krensky wrote:
203X probably didn't help.

What bothers me the most is that 203X was pretty solid, system-wise (barring some small issues with missing text), but most folks looked at the art and refused to touch it. The art is not the game. The game is the game. The art is there to give you something to look at.

But I will stop now before I go on a rant about how people conflate good art with good game and how that has seriously ruined many good games while pushing poor or mediocre offerings to the fore.

Didn't care about the art. The setting completely blew me off the game.


Aaron Bitman wrote:
Xzaral wrote:
Right now we're discussing GURPs Traveller. At present I have my copy of the 3rd edition rules revised (well the books says Basic Set Third Edition Revised). I plan to pick up the main Traveller book PDF for GURPs this weekend. Other books I happen to own for GURPS include Psionics, Magic, Mecha, and Dragons (it's hardback). From those who've tried the system what other books would be good to pick up?
Assuming that you mean the 3rd-Edition version of GURPS Traveller, I believe that GURPS Space is an official prerequisite. (I heard that this is not true of the "Interstellar Wars" book, but that's for 4th Edition.)

GURPS Space is not a bad idea, but you can survive without it. Someone already mentioned First In. Of the non-Traveller GURPS Books, I'd suggest GURPS Hi-Tech and Ultra-Tech (for all of the hardware goodies), though be sure to read about the technical limitations in the Traveller setting.

Note that you *could* run a Traveller game with nothing but the Basic Set and GURPS Traveller.


The new star wars can never remember what its full name is
But still think traveller is better bet

Grand Lodge

gamer-printer wrote:
Krensky wrote:
Well at that point you could just play Dragonstar.
Don't know if this is responding to my post, but I'm too creative. As a GM I have to create my own version - even if something similar already exists. Creating the world, the various factions, their political relationships, the foundation of the theme, and the many fiddly details is half the fun (for me) for playing the game in the first place. If I settled for an existing published setting and somebody else's adventure path, I would be disappointed as a GM. I guess its the designer in me.

I think what the poster intended is that you could mine Dragonstar for it's mechanics then use them in whatever setting you wanted to create.


LazarX wrote:
gamer-printer wrote:
Krensky wrote:
Well at that point you could just play Dragonstar.
Don't know if this is responding to my post, but I'm too creative. As a GM I have to create my own version - even if something similar already exists. Creating the world, the various factions, their political relationships, the foundation of the theme, and the many fiddly details is half the fun (for me) for playing the game in the first place. If I settled for an existing published setting and somebody else's adventure path, I would be disappointed as a GM. I guess its the designer in me.
I think what the poster intended is that you could mine Dragonstar for it's mechanics then use them in whatever setting you wanted to create.

I understand. My point was that I was already using EN Publishing Santiago setting which has an existing body of rules for everything except a few aspects I intend to add. If I were without any rules to look at, I would certainly look at Dragonstar. However I have most of what I need already. And I'm comfortable to apply my own design skills to accommodate that which I don't have.

I appreciate the extra resource, but I find it unnecessary. I will only be running a short campaign perhaps running only 2 or 3 months of weekly games.

Grand Lodge

That's quite fine and dandy if you like the Santiago approach. I'm not particularly fond of it as it seems to take the jam the square peg in the round hole approach.


I find it works more intuitively for me than any previously approach I've tried on this idea in the past - I'm sure its not for everyone, but it works for me. Again, this is just a short excursion into PF sci-fi for me, then I'll be back to my regularly scheduled fantasy game. Strangely its very round peg to round hole for me, almost natural. I don't want magic AND technology for this particular game.

I've got Traveller and Eclipse Phase. I just want a short game with PF sci-fi - I don't mind making some rules for 3D combat, starship pilots and a few other bits. I don't need much to finish the necessary mechanics to make this work for me.

Liberty's Edge

Speaking of d20 kitbashing...

Spycraft 2.0 has everything to do a good scifi game. I ran Stargate with it (the SG-1 RPG is really Spycraft 1.5) and the sourcebooks let you add Lovecraft horrors, magic (real or sufficiently advanced), and the Saturday Morning series has PDFs for Transformers, GI Joe, Gargoyles, and Ghostbusters.


Hama wrote:
What happened to p20 modern?

I'm operating under the assumption that it's dead and buried.

Super Genius Games is dead/disbanded, and the founders seem to be busy with other stuff. :(


Super Genius Games is Rogue Genius Games now, and Owen K. C. Stevens of Rogue Genius Games is also working at Paizo.


gamer-printer wrote:
Super Genius Games is Rogue Genius Games now, and Owen K. C. Stevens of Rogue Genius Games is also working at Paizo.

Not sure if this is entirely accurate. I thought that Rogue Genius Games was Owen's venture after leaving Super Genius Games, and that Super Genius Games were meant to be continuing on their own minus some of the back catalogue that they agreed to let him take with him.

I could be wrong, but that's what I remember hearing. Which would mean that Rogue Genius Games probably doesn't have rights to everything that Super Genius used to have, even if they have now imploded.


You are correct, however, I hadn't realized SGG imploded.


gamer-printer wrote:
You are correct, however, I hadn't realized SGG imploded.

Well, they may not have, I was going based on what Brian said with that comment.


I've always had a nostalgic fondness for Battlelords of the 23rd Century. Brutal and bloody.

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