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 Gaming / 1106
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Subject: 
Re: Elements of a brick oriented RPG
Newsgroups: 
lugnet.gaming
Date: 
Thu, 16 May 2002 17:12:47 GMT
Viewed: 
6500 times
  
In lugnet.fun.gaming, James Brown writes:
> In lugnet.fun.gaming, Frank Filz writes:
> > James Brown wrote:
> > > Probably the simplest, but I suspect difficult to capture the "feel" of a
> > > brick built game.  My wife is in a 7th Seas campaign that routinely uses my
> > > LEGO projects as sets and backdrops; it seems to work quite well, although
> > > they use metal minis.
> > 
> > Having got interested in 7th Sea about the same time as LEGO, I
> > certainly considered a connection there... Actually, I think my interest
> > in LEGO Pirate ships may have been an influence on checking out 7th Sea
> > (a demo game which I was actually able to attend the day after I picked
> > it up in the store helped also). 7th Sea mechanics seem to be a good
> > possibility for a brick based RPG also in that they are geared to
> > "cinematic" play (i.e. less serious).
> 
> Yah.  They certainly seem to have fun. :)  I haven't looked at it too
> deeply, but the mechanics seem fairly clean.


> > > Something like the Pendragon system might work for this, where you mark off
> > > the skills you use (successfully) in the games and once every X sessions,
> > > you can attempt to improve those skills.  Or look at a system like Star Wars
> > > where you can usually gain enough points in an adventure or two to raise a
> > > skill, but need to save if you want to raise something you're already very
> > > good at.
> > 
> > Rune Quest had a decent system which allowed incremental experience.
> > There was also a system a friend developed for Traveller where each game
> > session you got a few experience rolls. To raise a skill to the next
> > level (N+1), you needed N+1 skill points. To get a skill point, you
> > rolled 2d6 against 8+N (7 + new level). If you failed that roll, you
> > made a tick beside the skill. You added the ticks (failure points) to
> > the roll. I ran a game for a while where I ended up reducing the skills
> > list to about 30 skills (each with binary specializations) with a max
> > skill level of 6. It worked pretty well.
> 
> Traveller might translate well, so reduced.  It could also be run with the
> sort of Space Opera feel that a lot of .space MOCS seem to carry.

I can't comment really on Traveller because my only experience is with the
original dreadful system (fun to roll up characters, and that was it).
RuneQuest experience was all about mini-maxing.  I hated it almost as much
as I hated the endless "I hit, he parries" sessions.  My favorite experience
system is the Hero (and by extension, GURPs) system, where you got a few
points at the end of an adventure (not necessarily a single play session) to
directly build your character.  If you role-played well or your group was
successful the GM might give you a bonus of a point or two.

> 
> Rune Quest is a system I never really got into, so I can't comment there.
> 
> > > > I'd like to base the game heavily in an existing rules set to make it
> > > > easier to recruit players (this makes me wonder if I should look at D20,
> > > > though long ago I got tired of many of the elements of D&D).
> > > 
> > > Sounds like you need GURPS LEGO. :)
> > 
> > GURPS would be a nice start, especially as it's a well known game
> > system. Unfortunately, I think it has way too much detail, and I have
> > serious problems with it's core mechanics (skill rolls, combat, damage).
> > It does have a great set of advantages and disadvantages though (the
> > game I spent the most effort at designing, which actually started from
> > that Traveler system but sought to replace the experience die rolls with
> > a points system, ended up with a points based character system which
> > conveniently used a similar enough point scale that GURPS advantages and
> > disadvantages could be easily converted over).

It's not an easy system for beginners - which is why I suggest looking at
D20.  But I differ with you on the core mechanics, all of which I feel are
quite good.  As to the Advantage/Disadvantage list, it's great, but give
credit to the Hero system that it was inspired by (or lifted from, depending
on which Steve you are speaking to: Jackson or Peterson, though Peterson
didn't use quite those words).

> 
> I was mostly tounge-in-cheek with that; given GURPS's propensity to licencse
> other properties. :)  And the tie-in with Evil Stevie and the Pirate Game,
> of course.
> 
> > > > I had been thinking of trying to use LEGO pieces to build the character
> > > > sheet, but I think that wouldn't really work out (you'd be constantly
> > > > looking at the rules to determine just what skills you had).
> > > 
> > > Have the character generation be a building process, and then put on plain
> > > paper.  There's a lot of graphical possibility for making a character sheet
> > > look "LEGO".  Skills are listed with a number of bricks above them that are
> > > shaded in as you go up in skill, as an example.  Include a sticker sheet (or
> > > printable file) that has all the skills etc. for a character.  This would
> > > let the die hards make their own sheets by stickering tiles.  Lego offers
> > > some neat possibilities for 3D character sheets.
> > 
> > Hmm, using brick graphics on the character sheet is a thought. Certainly
> > if I go with the printed tiles to represent items, I would be printing
> > some stickers.

I just don't see what it adds to the gaming experience.



Message has 2 Replies:
  Re: Elements of a brick oriented RPG
 
(...) This is probably the single most important consideration, since there have been plenty of Lego-RPGs that have come and gone over the last couple of years that failed because they were just standard RPGs with Lego elements tacked on in a shoddy (...) (24 years ago, 17-May-02, to lugnet.gaming)
  Re: Elements of a brick oriented RPG
 
(...) When I ran a long term RQ campaign, what I did which eliminated the "ok, now I pull out my niblick and try and hit him with that" was to hand out a limited number of experience rolls. The I hit, he parries thing is a real problem though. (...) (...) (24 years ago, 17-May-02, to lugnet.gaming)

Message is in Reply To:
  Re: Elements of a brick oriented RPG
 
(...) Yah. They certainly seem to have fun. :) I haven't looked at it too deeply, but the mechanics seem fairly clean. (...) Take a peek at Space Hulk. It's a board game spin-off of Warhammer, but it's got *good* two player good-guy/bad-guy balance. (...) (24 years ago, 15-May-02, to lugnet.gaming)

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