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Posted

The best simulationist games simulate something specific. GURPS is really good at very grounded combats. So if that's the core of your game it is great.

I often feel with narrative game that they don't do this kind of tactical combat as well, but that's kinda the point. 

Posted

I have found that when I want tactical combat, it's better to play a game specifically designed for that feel, like Battletech or Warhammer 40k (Adepta Sororitas FTW!). Then I get the serious rules and realistic When I want to tell a story, I play a narrative game, like the ones I described in previous posts. I've stopped trying to merge the two. It never felt right to me. I've even gone so far as to play out a narrative RPG for character interactions then switched to Battletech rules when the pilots hopped into their mechs. But then I might as well just play Lancer, which is basically 2 games in one. I think I need to start a Lancer game now. Hmm...

Posted

I still haven't had a chance to play. My players are mostly all story game people. I didn't recruit much from other gaming groups; I got people who liked playing games but weren't already tainted by D&D, and also liked telling stories, and showed them how much fun narrative RPGs can be. I have 2 great groups that play some of the most fun games I've ever played, but anything with the crunch of Lancer combat is way outside the wheelhouse of my groups. Some day I'll get to play it (wishful thinking).

Posted

My players are very prefers the game part in roleplaying games, and somewhat the same. We're currently playing pathfinder 1e because the adventure paths from Paizo removes the burden of me having to prepare too much myself. It's the main reason I don't want to run a generic system at the time, that and we've gotten quite invested into Golarion.

I was thinking of planning a Cortex game on here using golarion as a setting. Steal some material from We Be Goblins or something and see where it goes.

Posted

I mostly improv the game these days, so my prep is next to nil.

I come up with a genre, some ideas around a premise, but the setting and conflicts are mostly created by the players when we first build the game. I just use what they give me to build out the rest of the world, some antagonists, and then let them run with it. It's super satisfying to use their own ideas against them! But also, it helps me keep the adventure focused on what they players enjoy the most. 

I bet a Golarion game using Cortex rules would be fun. I always liked that setting! I had some amazingly fun times leveling up my pirate queen in Skull & Shackles, fighting free from slavery and becoming a badass fighter in Katapesh (might have been a homebrew adventure?), and having my mage (and our whole party) destroyed by Karzoug because we were just really bad as a team when we played Runelords. I'd love to play in that setting again.

  • 4 weeks later...
Posted

I'm planning on starting a game at some point. Not quite sure what just yet, but I want it to be something with a focus on collaborative worldbuilding.

But, I'm juggling way too many things at the moment, so it's sadly unlikely I'll do anything this year. 

Posted
15 hours ago, IsabellaRose said:

Two of my games should be wrapping up relatively soon. I might be convinced to run something else when that happens. But it won't be D&D or Pathfinder. 

Sure, DnD would be a bit complex for forum games.What are you planning to use for the club?

Posted
6 hours ago, Rob4ix said:

Sure, DnD would be a bit complex for forum games. What are you planning to use for the club?

I wasn't planning on doing anything for the club, to be honest lol

But on other sites where I run forum games, I stick with rules light. Right now I'm running 9 games, 3 using various published Cortex rulesets (2 Smallville, 1 Cortex Plus Fantasy), 1 using a system called "Best Friends", 1 using "The Magical World of a Teenage Witch", and 4 using very simplified, custom Cortex Prime hacks.

So if I were to run something, I'd probably use a Cortex hack, probably fairly simple.

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