In my view you cannot select a
system until you know the setting you want to use and the style of
game your aiming for. Standard d20 rules work very well for a
tactical style of combat but have a hard time dealing with a fast
pace action movie style combat. At the same time if one wanted a
system that worked well for intrigue and a game with little physical
combat the WoD system is really good, but not for a dungeon crawler
game. Its basically the GSN concept, or Gamest, Simulation, and
Narrative. There is no system that will properly do all three so you
have to choose how much of each one you wish to focus on and the
setting you choose has a large influence on that.
For this
mini-campaign I was inspired by the Gamma World setting. Basically a
near future post apocalyptic setting with mutants and a touch of
craziness. The story is that somehow earths from various dimensions
got merged together destroying pretty much everything and creating
mutants, or at least that’s what I got out of it. That sounds
pretty cool to me but I didn’t want to be tied to an established
setting so I figured I would Ravenloft it up a bit as that was the
last setting we played in. So it will still be a near future post
apocalyptic setting where Earth from various dimensions are merging
to create an Earth Prime. The players will arrive with as much
knowledge of where they are from as they wish but Earth Prime will be
very different from their Earth. It will also be in a state of flux
in various areas as things are still settling. This gives me the
option to place nearly anything that is desired into the setting. It
will basically be an episodic dungeon crawler with a villain of the
week so to speak.
For the system I’m
going to use d20 as a base along with some of the
subsystems/mechanics from star wars saga and dnd 4th
edition. But I’m also going to modify a lot of it. There are
several reasons I chose d20. Its very modular allowing you to add and
remove various subsystems. It provides a acceptable non combat rules
for when they are needed and provides a lot of focus on interesting
combat encounters. Also, most of the players are very familiar with
it. When I’m done hitting it with a hammer though it won’t look
like the two games that inspired it. This system will focus primarily
upon the Gamist aspect. As far as the simulation aspect the campaign
has little need of it and I do not want to go with a survival style
of gameplay so it only needs to be internally consistent. As far as
Narrative goes that will also be limited but I don’t feel its
extremely important for the direction of this mini-campain.
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