An Interest Check: A Post Apocalpytic 'Modern' Fantasy.


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In our world, we have no magic, or at least nothing believe like real magic of course. The sad truth is that there was, it was simply forgotten, and science can't leave anything alone. With a simple test, it came back... explosively, killing billions. Thankfully there were some bomb shelters and the like left over from various wars that people fled to as the effect swept over the earth. Within, the early survivors could hear immense noises and feel grand earth quakes. Once they feel they could finally leave,the world would never be the same again. The only question would be could they survive the knew world.

I am still looking for the right system for this as I want it to be very basic but customization possible. I want to allow swords and sorcery and guns! I am looking into more systems to see what will work nicely. Though opinions to help would be great! Yes, as you are likely guessing, something very fallout like but with magic too.

What to expect:
Monsters! Fantasy and sci-fi alike due to radiation!
Magic and Science!
Exploring a 'new' world with ruins of civilizations now past!
Settlement making!
Factional dynamics!
Aliens?
Romance?

What I am looking for:
Five to six players
Story heavy and wanting to impact the world at large


Could definitely be interested in something like this potentially. Id recommend a Powered by the Apocalypse System. Possibly just hacking in things you want to it but systems like Apocalypse World are a great start for what you want. Apocalypse World at its base doesnt offer a ton in the magic department, it focuses more on the fallout/everything is awful aspect of the world. If you dont mind focusing more on a specific setting then you could try something like Noir World or Blades in the Dark for a group of thieves kind of thing. But now Im starting to just list games that I really want to play so Ill stop. Apocalypse World really does sound like a decent starting point at least. Or just re-skinning everything from from a different system that you like more mechanically. A lot of the later PbtA systems have great systems for building factions/organizations and running them in the background.


I will look into that, I'm peeling back all the systems I can find for this to find the right one, or just make a basic one myself. I think a dice pool, role and keep might be best so far. Current thoughts and all.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Fantasy Flight recently came out with a generic system called Genesys. It is a basic table-top framework that you can apply templates to (Fantasy, Future, Modern, etc..). It is a dice pool game. Though, it uses own unique results. The overall mechanics and influence of the dice in the system is very narrative heavy (i.e. you can succeed at checks but with disadvantageous conditions, or fail at checks with other advantageous results).


... Imma go find that!

So I found that, but I don't think they're dice rollers for the type of dice it needs.

Scarab Sages

Pathfinder Starfinder Society Subscriber

It wouldn't be easy but it does list die number equivalencies.


Oh, then I will research better into it! I want this to be as simple, but fun and customizable as I can make it!

Sovereign Court

Savage Worlds, then. Straightforward, easy to run, easy to understand.


I've heard Savage Worlds, that's also something I'm looking into. I like how Genesys runs as well. So it will be between those two so far, if that's ok with anyone joining. I'm looking for great narrative fun, especially since it's going to be forum based!


Pathfinder Lost Omens Subscriber

I'm a big fan of Modern / Fantasy Age. Easy to use, and the "Stunt" mechanic is great.


That is another thing to look at, but currently I'm liking Genesys. Though if it doesn't work, though I hope it does, we can switch systems.


I'll second Savage Worlds. It's light on the crunch, but not too light. In other words, all the basic necessities are there, but nothing extra. However, with all the combinations of the basics you can come up with, it's got great variety. Once you get the hang of it, it's very easy to understand. I'm up for anything in Savage Worlds!

Sczarni

Huge fan of the genre, I'm down whenever this game gets running.


Interested! I'm passingly familiar with Savage Worlds but never played either system, so they're both equal to me.


So many people want Savage Worlds when I'm looking so interestedly at Genesys, lol. Well, it's a good back up. Though I think I'm going to stick with Genesys, I understand it and it lets us both get interesting on the narrative. I hope that still interests you all to continue!

As said before, this will be for five to six players. It's been a few hundred years like fallout and supplies are running very low, if the shelter is to survive, they need supplies or to finally leave the place. You are the first scouting volunteers (Or forcefully chosen if your character messed up bad), you all are placed with the decision on what they will do with the outside world.

When in comes to equipment, don't worry on that, we will talk it out. Right now think on jobs you might have had in the shelter and work around that. On or two of you will have a latent magic talent that comes out as well when you immerse yourself.


I am definitely interested in whatever system you choose, post-apocalyptic is one of my favorite settings.

Sovereign Court

I personally like SW over GS, as GS's use of fiddly dice makes it harder to read/interpret and creates so many terminal states that it becomes burdensome for the GM.

GM_MatsuKeiji wrote:
It's been a few hundred years like fallout

Funny you should mention this, as I am one of the original Fallout devs.


Jesse Heinig wrote:

I personally like SW over GS, as GS's use of fiddly dice makes it harder to read/interpret and creates so many terminal states that it becomes burdensome for the GM.

GM_MatsuKeiji wrote:
It's been a few hundred years like fallout
Funny you should mention this, as I am one of the original Fallout devs.

Well I love your work. I am also willing to try Genesys and see where it takes me, I hope it still interests you to try.


Jesse Heinig wrote:
Funny you should mention this, as I am one of the original Fallout devs.

Seriously? That was the first computer game that I really got into playing. I adored Fallout. Here is hoping I have a chance to play with you sometime in the future!


Honestly you could probably hack pathfinder into something serviceable. Guns use the rules for "advanced firearms" from pathfinder - a glock or desert eagle is just a reskinned revolver with more shots before it needs reloading. Likewise for various rifles - they just follow rifle rules, with maybe a range variation depending on if it's a sniper rifle or what. For auto-fire, grab a page out of d20 modern and say that it attacks a 5ft. burst and uses 10 bullets, no attack roll needed (aside from hitting a square's AC, aka not rolling a nat 1) but it allows a reflex save DC 10+½BAB+dex for half.

Just putting the idea out there for completion - I honestly think you should probably go with a more custom-tailored system, but everyone here is at least familiar with PF, so it might be worth considering just for that reason.

Heck, if you want a laugh, d20 modern is also supposed to be able to do this sort of thing, kind of. They even have a setting 'Earth Inherited', where the Rapture has come and gone, and now angels and devils are duking it out on the remnants of earth.


I know I am a smidge late to the party, but you could look at Lost 77 Worlds by James Ward.


Late to offer a system maybe, I'll look at it anyway, but late to possibly join? Not at all!


It's funny, I was just leafing through Genesys at the FLGS last weekend. It looks cool. My first thought on reading this was 'oh, somebody's doing d20 Modern?' I'm a little surprised that system didn't come up, given that we're on a d20 board.

Regardless of system, I'm all about mashing up magic and sci-fi and am very interested in this game.

Jesse Heinig wrote:
Funny you should mention this, as I am one of the original Fallout devs.

I never played Fallout 1 (started with 2), but I love your work with the oWoD back when you were with White Wolf. I adored the world building of Aberrant, too. It's really nice to run into someone who's work I appreciated so much. Thank you.


Dotting for interest
I love the Fallout series (still roaming the wastes of 4 :D )
I've only fiddled with Savge Worlds once, but I'm always interested in learning a new system.


Okay, we'll think this means we have enough people interested in this, now to the characters getting made. I have decided to go with Genesys. The question is now, is there slots to fill? The soldier, the engineer, the face, the survivalist? Do we even need slots? I'm not sure.

Sczarni

I'd love to play a gadget tinker type. The kind to scavenge machines and make gear/weapons/armor from scrap.


psionichamster wrote:
I'd love to play a gadget tinker type. The kind to scavenge machines and make gear/weapons/armor from scrap.

A valid choice in a place like this!


I just looked through the system some and I have totally remember this system when I played a little Edge of the Empire. I love this system so much. It is a little clunky but if you keep a reference to what the dice rolls can be, it can be absolutely exquisite.


Genesys is interesting. Are you counting this as Weird War or Steampunk? Or something else maybe? I ask because certain archtypes are informed by the setting you choose to utilize. Or are you okay with things from either as long as you can sort of rationalize it with the fallout-esque setting?

Scarab Sages

Pathfinder Starfinder Society Subscriber

The careers basically act as classes, in that they establish (basically) class skills and non class skills. Class skills cost slightly less to upgrade and you start with a rank in a few of them for free.

Important Note!: Characteristics are easiest to upgrade during character creation. It is advisable that you spend most of your points on those to begin with.


TheUnthinker wrote:
Genesys is interesting. Are you counting this as Weird War or Steampunk? Or something else maybe? I ask because certain archtypes are informed by the setting you choose to utilize. Or are you okay with things from either as long as you can sort of rationalize it with the fallout-esque setting?

If we can rationalize it, I'm for it!


How futuristic are we talking for sci-fi? Do we want to stop/branch tech development at a certain point in our history like Fallout does? Could we have enclaves (or Enclaves) of very high tech, like the Institute with their androids and teleportation tech?

I'm thinking of a scout/explorer type who uses tech or magic, depending on where we come down on that spectrum. At one end of the tech/magic spectrum I'm almost thinking of a highly mobile exo-suit wearer and at the other I'm imagining a ranger/druid type. Basically, someone self-reliant who's good at scrounging and taking care of themselves on limited resources while stealthily gathering information about the situation so they can report back to their community. With a little of the Face role thrown in for good measure, so they can talk to people and trade.


karlprosek wrote:

How futuristic are we talking for sci-fi? Do we want to stop/branch tech development at a certain point in our history like Fallout does? Could we have enclaves (or Enclaves) of very high tech, like the Institute with their androids and teleportation tech?

That I can't tell you yet, that you get to find out in your new world. As far as your concerned though, 2020 our time is the stopping point of tech you would currently know. Or rather your ancestors did. You didn't get to play with much in your shelter, just what was available.

So exosuit is possible down the road, but not out of the shelter.


Oh, cool, I didn't realize we'd be getting to 2020 in our current history. That still leaves a lot of tech options open.

Since sci-fi tech isn't something we'll be starting with, does that mean at the other end of the spectrum we also shouldn't start with magic?


Just in case other people don't know about it, there's an online Genesys character creator here.


karlprosek wrote:

Oh, cool, I didn't realize we'd be getting to 2020 in our current history. That still leaves a lot of tech options open.

Since sci-fi tech isn't something we'll be starting with, does that mean at the other end of the spectrum we also shouldn't start with magic?

You bring a fair point and I agree, not yet. An enjoyable surprise for the characters when they interact with the new world.


i don't have access to the books.
is there a link some one can post?


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spacefurry wrote:

i don't have access to the books.

is there a link some one can post?

https://quickfileshare.org/5Rf/Genesys_-_Core_Rules.pdf


Totally interested! Love the genre and huge fan of Fallout series so it's nothing new!


If we're going along the Fallout with magic theme. I'm thinking some kind of arcane soldier turned explorer.


spacefurry wrote:
If we're going along the Fallout with magic theme. I'm thinking some kind of arcane soldier turned explorer.

Magic is a stumbled on later thing. So that wouldn't work to well.


Definitely dotting! I’m a huge Fallout fan so this interests me greatly. Besides, I’ll get to learn a new system.


Well, we have seemed to collect more than enough people, I might even have to trim... Which sucks. Still, work with what we got, throw some characters at me! Let's get a little started.


Given that you want some characters, what're the creation specifics going to be, most specifically the starting money?


Simeon wrote:
Given that you want some characters, what're the creation specifics going to be, most specifically the starting money?

Money is a... Problem as it means nothing and you aren't going to have much when it comes to stuff after a few hundred years from the shelter. Stats and statistics are the man n concern at the moment.


Not a soldier, scientist, or specialist in any particular field, my guy's an Average Human with a 4 in Agility, 3 in Presence, and 2s in the rest. He is trained to survive in the wild, observe and report, and learn about and possibly negotiate with existing communities, with ranks in Athletics, Brawl, Driving, Negotiation, Perception, Ranged (Heavy), Stealth, and Survival. His free Lore is Geography, to reflect him knowing where potential supplies and resources should be according to 2020 knowledge.

Driving's in there because I'm imagining him riding a motorcycle, but I could switch that to something else (Deception or Skulduggery, maybe) if we're not going to be starting with vehicles.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I'll just kinda hang in the background unless I'm needed. I am happy to fill any role you might be missing.


karlprosek wrote:

Not a soldier, scientist, or specialist in any particular field, my guy's an Average Human with a 4 in Agility, 3 in Presence, and 2s in the rest. He is trained to survive in the wild, observe and report, and learn about and possibly negotiate with existing communities, with ranks in Athletics, Brawl, Driving, Negotiation, Perception, Ranged (Heavy), Stealth, and Survival. His free Lore is Geography, to reflect him knowing where potential supplies and resources should be according to 2020 knowledge.

Driving's in there because I'm imagining him riding a motorcycle, but I could switch that to something else (Deception or Skulduggery, maybe) if we're not going to be starting with vehicles.

Not starting with vehicles no, but you can get some.


So how are we starting off then? Are we all leaving a shelter that has no supplies within it left, which is why we have no gear or material to take with us out into the world?

I just want an idea of how you're envisioning the start because while our stats and skills are important, a survivor with nothing doesn't give a lot of breadth where that person came from.


KingHotTrash wrote:

So how are we starting off then? Are we all leaving a shelter that has no supplies within it left, which is why we have no gear or material to take with us out into the world?

I just want an idea of how you're envisioning the start because while our stats and skills are important, a survivor with nothing doesn't give a lot of breadth where that person came from.

You bring a solid point. You do need gear, basic gear at the least. Nothing really big. Rations, basic melee weapons like a knife, bat or pipe, and for guns... Pistol, shotgun, hunting rifle. Any other equipment, ask and I'll clear it if I think it fits.

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