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Analog Role-Playing Games

Discussion in 'All Other Games' started by MattiK, Feb 25, 2017.

  1. MattiK

    MattiK Warlord

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    This thread is for RPGs we play without computers, game consoles, or any other electronic gadgets. Yesterday I bought my first D&D book: Player's Handbook, 5th edition. Page 149 has list of available weapons, but that list is way too short. Are there books/PDFs with more weapons, potions, and gear?
     
  2. EgonSpengler

    EgonSpengler Deity

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    I haven't played D&D in years, but I've looked at the 5e Player's Handbook online and I really like what they've done with it. It seems to be first edition of D&D that really guides, encourages, and rewards roleplaying & character development. I also like the way they've done skills this time. I never paid any attention to the 4th edition, but in 3e, skill points were a function of Intelligence, so even Fighters and Barbarians needed as much INT as they could afford to have, in order to achieve excellence in things like fighting from horseback and feats of athleticism. Rogues really needed a decent INT. It was kind of annoying.

    My first D&D book was this old guy:

     
  3. MattiK

    MattiK Warlord

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    I asked around Discord server Discord Tabletop. Apparently Dungeon Master's Guide (5th edition) has more weapons and equipment for player characters.

    (A)D&D has much restrictions for players: all player characters are adventurers, classes are severely restricted unless dual-/multiclassing is used which has restrictions of its own (at least in some editions), and there aren't many skills. Instead game can make use of zillion different dice! On other hand, game system itself isn't among the most complex ones (just look at GURPS for comparison) and armor class feature is simple enough.

    AD&D Second Edition is still in use and it has its charm. I guess it is timeless classic like Civ2 and Heroes of Might & Magic III.

    I'd like to wet my feet with GURPS combat system. Say, player characters are vanguard of vikings making their way through England around 10th century. Combat begins as English militia ambush them with longbows and pitchforks. Players need to keep their characters alive long enough to either escape or to hold on until main force gets on the scene. GURPS has nice, printable cards that represent actions. I think about handing each player 2 cards for attack and 1 for defense. There are more, of course, but goal is to keep things simple, not overwhelm the players (and myself, GM the n00b) with every rule in the book. I also consider leaving out knockback, stunned, and bunch of other rules. Would this work? I also need counters for the hex map. Would you happen to know anything printable with black/white laser printer?
     
  4. CivCube

    CivCube Trickster therapist.

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    GURPS combat is great. You can plug in single seconds of combat to spice up your encounter. The system is really easy to use with a knowledgeable GM.

    I just played D&D 5e tonight after not playing any RPGs in about ten years. That was fun. I really like how cleaned up everything is compared to 3.5 without sacrificing much detail. It's just a better written system.
     
  5. EgonSpengler

    EgonSpengler Deity

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    I like some of the customization features in 5e, particularly the Feats. For instance, you can make a Fighter who picked a few cantrips from his mother who was a sorceress, or a Cleric who grew up on the streets and knows how to pick people's pockets, or a Wizard from a militant order who can wear light armor. No need to multiclass if you just want one little perk.
     
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  6. MattiK

    MattiK Warlord

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    But I'm not knowledgeable GM :(
    I need to start it simple & easy and gain some personal experience points as GM and about the system in general before I go for all the possible details & rules. I still need printable counters or cheap plastic toys (cheaper than Warhammer Fantasy Battles). Can you recommend me some?
     
  7. CivCube

    CivCube Trickster therapist.

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    The system itself is really simple: roll 3d6 under a target number to succeed. The rest are details you can plug into your game at your discretion. GURPS is a toolbox that uses clear real world measurements; as a result, you can translate anything from other systems into GURPS and vice versa. You need to pick the options you want first before presenting them to your players, though--many Advantages, Disadvantages, and equipment might not be appropriate to the setting you're playing in.

    That said, the system does have vastly different assumptions than D&D. It's simulationist as far as keeping stories believable, but it views itself primarily as a roleplaying/storytelling aid, not a game where you can min-max options out of a player's handbook. You can easily go through an entire GURPS session without rolling dice if you want, or get as crunchy as you'd like with the combat system cranked up to 110%. It's not necessarily a combat-focused game, but I think the system that is there is pretty neat.

    If you're brand new to GMing, I recommend reading the free Gamemastering by Brian Jamison. He has great no-nonsense advice on GMing in general.

    If you want more detail on GURPS GMing and its assumptions, check out Warren "Mook" Wilson's combat examples. He also wrote the excellent How to Be a GURPS GM.
     
    Last edited: Mar 2, 2017
  8. CivCube

    CivCube Trickster therapist.

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    This seems pretty decent. I'm sure there's more out there with good Google sleuthing. If I don't have to pay for printable counters, then I won't. The other option is to just use coins.

    Yes! That should work fine for your purposes.
     
    Last edited: Mar 2, 2017
  9. EgonSpengler

    EgonSpengler Deity

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    A couple of other tabletop RPGs I used to like. I might actually still have these in a box somewhere. Call of Cthulhu was particular fun for me because it was the one game where I didn't feel obligated to keep the player-characters on top of everything (I was often the game-master in my group of nerds). In Cthulhu, if the PCs climbed down into a cave where they heard a giant monster lived, they tended to get eaten by a giant monster. :lol:

     
  10. MattiK

    MattiK Warlord

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    In addition game doesn't have character classes nor levels. Instead character creation is based on experience points which are used to "buy" attributes, skills and the rest. GM can tell to players how many EXP points they can use and what they can use them for. Game system includes magic, but GM can declare magic is only superstition despite of what NPCs may tell to player characters, and therefore player characters may not have any skills nor anything else related to magic.

    Would you like to know more? If so, I recommend you to check out GURPS Lite. Cost nothing.
     
  11. EgonSpengler

    EgonSpengler Deity

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    The Hero Games system (Champions, above) uses a similar character-development system. They tried to make it into a multi-genre game, like GURPS, but it didn't adapt very well, imo.
     
  12. MattiK

    MattiK Warlord

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    A Time of War is the newest RPG rule set for BattleTech war game. This sucker has over 400 pages and later released Companion book adds 270 pages more. Character creation has much in common with GURPS, but EXP is based on character's age. This makes whole lot of sense to me. In addition characters can be created through several background modules, starting from nation of origin, heritage, education, career choices, and then some. This way character gains traits, necessary skills, and respective prerequisites for them to do their trade (and not just fighting). Leftover EXP can be used at player's discretion.

    At first glance combat system looks whole lot of pain. Different weapons do different kinds of damage and protective gear provides varying degrees of protection against each damage type. In D&D terms, each armor vest or other kind of protective gear (flak jacket, helmet) has several different AC (Armor Class) values. Which one is used depends on what kind of weapon (bullet, laser, knife, hand grenade for examples) hits on the character. In addition character (human) can have variety of hit locations (or just torso at GM's discretion). As I have explained this to people, some were almost literally screaming: "NO WAY!" I'm not seriously encouraged to try out the RPG combat rules. Instead I'll stick to Total Warfare and Alpha Strike rule sets for combat and use ATOW to give players' MechWarriors something to do outside of the cockpit.

    ATOW has few skills that can be used alongside with Total Warfare rules. When character with Gremlins trait fires a weapon and rolls snake-eyes (2 on 2d6), GM can declare weapon has jammed. ATOW has hilarious description for the trait:
    Wolfhound is BattleMech ( = mecha) armed exclusively with laser weapons which don't use ammunition. Of course I had given this trait to MechWarrior player character with Wolfhound BattleMech. When controlling player rolled snake-eyes the first time, I had him read above quote from the book, and whole group was rolling over the floor laughing their asses off. Joke was way too good to not to use it. By the end of it, Wolfhound had two lasers inoperable due load ammo errors.

    [edit]
    What I can remember from the book, it doesn't provide much lore. BattleTech is war game first to which A Time of War is just an expansion. Otherwise BattleTech franchise has got tons of source books to describe the universe and its workings. ATOW is good addition for those who want to role-play on it, but it isn't functional by itself.
     
    Last edited: Mar 4, 2017
  13. CivCube

    CivCube Trickster therapist.

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    My bad for making assumptions about GMing experience, MattiK. I get excited when other people want to play GURPS. :p What have been your best campaigns?

    In the meantime, this might be one of the finest RPG threads I've seen: https://forum.rpg.net/showthread.php?799438-Exalted-3-Hidden-Horse-Style


    Spoiler :
     
  14. MattiK

    MattiK Warlord

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    War game types. With computers. I made an attempt to run analog BattleTech war game campaign (digital equivalents exist) by keeping all the record sheets with me and handing those to players who want to play it in local game events. It turned out I couldn't keep all the papers well organized, campaign book (Starterbook: Sword and Dragon) fell apart, and was there something else... Anyway I gave up on it and have focused on one-off scenarios (usually 1-on-1) without campaigns. On RPG front I'm just a player and one-time GM (A Time of War described in previous post).

    I have read GURPS rule books before (much of the Characters, some of Campaigns), but I have forgot so much I can't hope to act as GM right now. I'm gonna read GURPS Lite and relearn the ropes.
     
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  15. EgonSpengler

    EgonSpengler Deity

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    Apparently there's a Mouse Guard RPG. That sounds kind of awesome, actually. :lol:

     
  16. Arakhor

    Arakhor Dremora Courtier Moderator

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    "Analogue" RPGs? I love the name. My cricle of friends just call it "roleplaying". :lol:
     
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  17. CivCube

    CivCube Trickster therapist.

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    DriveThruRPG is having a big sale on a lot of PDFs through Monday. I caved and bought Exalted 3E and Planescape 2E.
     
  18. Arakhor

    Arakhor Dremora Courtier Moderator

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    Just the main boxed set or all the other boxed sets, adventures and so on?
     
  19. CivCube

    CivCube Trickster therapist.

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    Just the main boxed set so far. They have all the other Planescape releases there, however, so it's only a matter of when for me.
     
  20. Arakhor

    Arakhor Dremora Courtier Moderator

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    I have a lot of them in hard copy from back in the day, but I still missed out on one or three. :(
     

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