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Richardbuxton

Community Theme Ideas

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1 hour ago, Richardbuxton said:

My biggest question is how FFG plan to modify the Species/Career/Specialisation system to be both generic and easy to fit into all the Themes. Once they answer that question it will become much easier to begin our own creations.

This. Genre generic classes are pretty always lame. Any system that uses some form class based character creation derives a lot of it's flavor from the classes and the abilities those classes have access to. A genre neutral class, by definition, lacks flavor. This is why virtually all generic RPG systems use a skills and points system for character creation, it makes it easier for players to infuse their own flavor into things.

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I want to echo the suggestions for Mass Effect and Cowboy Bebop.

My own mention is:

One Piece - Of all the anime suggestions in this thread, I am surprised no one has mentioned this one, at all. (Unless I missed it.) It has a deep, very well developed setting that has a lot to offer players. When I first started following One Piece, I realized how much fun it would be on the table top.  There is a lot of depth and diversity to the setting that also allows for a ton of creativity for the players to pursue. 

 

One Piece - Straw Hat Pirates.jpg

Edited by Glorious Chief
Added picture

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I hope we get a big collection of generic Specialisations, at least 30. Then each Theme book has its own careers that groups a unique combination of the Specialisations to best fit that particular setting. Having unique Specialisations for each Theme really puts a lot of work onto anyone wishing to make their own themes since balancing them will take so much work.

So as an example you could have these as generic specs:

Driver, Pilot, Rider, Gunner, Captain, Commander, Navigator, Scout, Saboteur, Defender (Melee and shield), Duelist (2 Melee), Martial Artist (Brawl), Two Hander, Sharpshooter (big Ranged weapons), Thrown Weapon Expert, Armoured Fighter (the armour expert), Gunslinger (2 small ranged weapons), Swashbuckler (sword and pistol)

 

So in a Modern or Sci-Fi setting some Careers could be

Ace: Pilot, Driver, Rider, Gunner. Soldier: Sharpshooter, Gunslinger, Thrown, Scout.

then in a Medieval setting:

Ranger: Rider, Scout, Sharpshooter (Bowman), Thrown Weapon Expert. Sailor: Pilot, Navigator, Captain, Swashbuckler. Soldier: Defender, Two Hander, Commander, Armoured Fighter. Trader: Driver, etc.

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yeah, December/January is way to far off before we can see what they finally decide on classes and specialization, unless they give us previews of the system until then. Those are solid classes/specializations though.

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I have magitech/punk setting inspired Treasure Planet that I've been wanting to do for a while.

Sword Art Online like game

A Grimm (tv show) game

Then I have my own superhero setting that I've been running for a while. My players contribute 3 characters to a pool anyone can draw from as like a Justice League/Avengers type group, keeps things fresh. Been using SW for it.

 

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For modern, I was going to do my own conversion with defence to the Aegis/Craft Games Spycraft system.

So for Ace, I would probably say you actually want a Wheelman. Piloting space becomes piloting (fixed wing, rotary), piloting planetary becomes driving (cars, boats).

Commander becomes the Squad Leader.

Diplomat becomes the Faceman..

Engineer becomes Tech, combining Slicer from Spy with other Engineer type. So, it's is a Q type, a hacker like Marcus from Watch_Dogs 2 or a demolitionist i.e. the character played by Mathieu Kassovitz in Munich.

Soldier is your all purpose combatant and called a Shooter. Think Porter, Stonebridge or Scott from Strike Back.

Spy is your 007/Bourne/Hitman (agent 47) type character.

The point should be that they all have roles to play and synergise. So if you're playing a team of spies or mercs, the squad lead can be in a command room with the tech, who is operating a drone, giving instructions to (via leadership checks) the people on the ground.

The spy gets in and out unseen, often with lethal hand to hand skills. The Soldier either becomes a pointman who is first to have contact with enemy forces, or a sniper disrupting a target from afar. The tech is a master of mechanical or electronic technology, ranging from being an expert mechanic to expert hacker to expert quartermaster (think Vincent in Ronin, too)

The faceman is a key infiltrator, using their charm and social skills to gain access to areas others cannot. The spy might be hiding behind the door with a knife out in the enemy's bedroom; but the diplomat is the one who has taken them to bed.

And the wheelman is the driver for whom the car is a living thing.

 

 

 

 

 

 

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On 29.6.2017 at 8:48 PM, Desslok said:

Yeah, but they release the sourcebooks in random order and cancel the line half way through development.

Me, if I were going with Firefly, I'd go back to the original source instead. Three, two, one, lets jam: 

 

cowboy-bebop-01thumb.jpg

Ooooh yeah! Gonna do this!

 

In my opinion the best cyberpunk dystopian space human-future setting there is. Beats Shadowrun and everything!

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Seconding:

  • Mass Effect
  • Star Trek
  • Elder Scrolls
  • Cowboy Bebop
  • Crimson Skies
  • Avatar: The Last Airbender / Legend of Korra

Suggesting (apologies if these are already in the thread and I missed them):

  • Riddick Universe (Pitch Black, etc.)
  • The Expanse (novels/show)
  • Timesplitters (better than RIFTS)
  • The Witcher (Witcher Schools as Archetypes/Careers)
  • Buffyverse (pulp/comedy horror)
  • Titanfall (vehicle scale vs. personal scale)
  • Alien (hard scifi-horror)

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If vehicle combat could be fixed, I'd be totally on board for a Crimson Skies source book. Actually, it wouldn't even need that specific IP if it also pulled from Sky Captain: World of Tomorrow and Tailspin (with or without Baloo the Bear...) and did that sweet aero-themed interwar years pulp theme. There could be some really fun "building your own aircraft" creation rules that works like making and leveling a character (instead of just doing a money/credits/equipment grind like star ships in SW).

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A while back I tried running an older game about time travel called Continuum. We loved the game and what it could do, but we got a little bogged down in rules and minutia. I think the narrative system would be great in a time travel game. So my plan is to essentially run Continuum with the narrative dice system and some version of Obligation. We'll see how it goes. 

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with your time travel instead of using obligation you could use duty instead and the group are members of a time traveling organization. They cop be time cops trying to stop groups from changing the course in history. Alot of shows you can get ideas from out there about this topic. There is even an old series called "Sliders" to get additional ideas from.

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On 7/2/2017 at 8:04 PM, gilbur said:

After looking at the Legends and Lairs Book Sorcery and Steam, I do think someone has already ported it mostly over to the GENESYS as I was reading it coming to find out he has done a pretty good job, it is in the Edge forums under Sky Wars Edge of an Empire I think and minus the Force Die has a good system using Sorcery and Steam Recommend reading the book should have a Final Pdf within the year, going through Beta Testing right now if you are interested. The Ships are Sky ships which was quite cool and used mostly everything from Star wars in a Fantasy setting with Steam or Magic technology. Great Read recommend downloading and giving your 2 sense.

That reminds me: Skies of Arcadia. Loved that game on Dreamcast.

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Ooh, another suggestion that I'd be interested in seeing.

It's grim. It's Robin Hood meets the Dirty Dozen.

Law makers, law breakers, let us fight them all why not?

That's right, the series well known for silly future clothing (well, sillier than most period sci-fi)

blakes_seven_logo.jpg.a54651085f91865a4554bd97ef0abd1e.jpg

 

This is the part where everybody gives me the funny looks now, isn't it?

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On 29/06/2017 at 7:48 PM, Desslok said:

Yeah, but they release the sourcebooks in random order and cancel the line half way through development.

I see what you did, there! :D

Our group predominantly play fantasy (the alliterative game) and we'd really like a game that is a bit less 'fantasy super heroes' (whilst not needing to throw away half the cool stuff) and encouraging a slightly more nuanced approach to problems. Eberron is probably my favourite setting, so I'll be looking to convert that. 

In general, I'm a super-fan of generic systems (GURPS, HERO, EABA, Tri-Stat, Fate, Cypher System, Cortex Prime) but haven't found my complete sweet-spot yet. They are all generic, but each approaches that challenge from a different baseline and perspective. I'm hoping Genesys will have enough mechanical widgets to make the table-play interesting in combat and similar without needing huge amounts of mechanics throughout the system that consume huge amounts of effort to create and GM adventures. 

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On 03/07/2017 at 5:29 PM, denvilcahill said:

Thinking of taking the Doctor Who RPG I was running a while back and relaunching it using Genesys when it comes out.  The Cubicle 7 system is good but I think the narrative dice would make GMing a bit easier.

I must admit I like this idea

just imagining how a Timelord can be used as a race since he isn't the last Timelord any more!

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I have been slowly building a horror wild west/steampunk ala Deadlands, Through the Breach, and Shadows of Brimstone that was going to use 5e as its foundation.  But now...well...the narrative dice system and the talent trees (if such things are kept) might fit much better.  Especially with fantasy magic and steampunk settings already baked in to the system.

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I forgot to mention a setting I have had mulling around in my head for sometime, a setting in the United States from the colonial Era to the tail end of the 1800's, inspired by the anime Mushishi. I haven't had a chance to really look into the idea but I wanted to share since this system seems like a good fit for it.

 

 

Edited by Glorious Chief
Freakin auto-correct.

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What about an Indiana Jones-esque RPG?

There's already obviously the old, old TSR Indy RPG and the d10 based WEG one, but if you have a time-period agnostic game theme for adventure hunters and pulp explorers, you could encapsulate anything from the three and only three Indiana Jones films to the Tomb Raider and Uncharted, or even Far Cry, video game franchises.

 

 

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I've done a few things with the Narrative Dice System.

  • Edge of the Realm was my fantasy conversion. It was a more conservative fantasy world than most D&D/Tolkienesque worlds, in that the only playable race was human. I replaced races, careers, and specializations with castes and callings. A character's caste would determine starting characteristics and some skills, while the calling would determine starting talent availability and additional skills. (When it was first conceived, I went with normal race/career/spec, but that evolved over time.) The magic system was similar to the Force system used in the Star Wars RPG, but I've been working on ways to make it function without the Force Die.
  • Edge of the Wasteland was a post-apocalyptic game a friend asked me to run a couple years back. (I know... DarthGM used the name for his Fallout conversion, too, and to be honest, I don't know which came first, his or mine. Though I did post a character sheet over two years ago, here.) Didn't do anything special with the rules for this game, save for remove anything Force-like from it altogether and change some of the skills around. Since the creation of that character sheet, I've modified a few skills. We're currently playing Wasteland for our Friday Night game.
  • Based on a novel I'm writing, The Aethermere Cycle is a steampunk dystopia based around an 1880s America where manifest destiny and slavery were only minor blips in the nation's history, overcome by a strong sense of human dignity. Unfortunately, an accident leaves the world open to the ravages of shadowy beasts from beyond our world, plunging the Free American City States, the First Nations, and the untamed west into a struggle for which they are not prepared.
  • Ever since Genesys was announced, I've been toying around with a conversion for Excelsior!, a supers game I was working on years ago. The problem that I've run into is that characteristics don't scale well, so creating characters with super strength or super intellect is going to take a serious hack of the system.

I've toyed around with a few other ideas, such as doing a World of Warcraft conversion (as most of my players are familiar with and enjoy the game), but haven't really gotten far.

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12 hours ago, Simon Retold said:
  • Edge of the Wasteland was a post-apocalyptic game a friend asked me to run a couple years back. (I know... DarthGM used the name for his Fallout conversion, too, and to be honest, I don't know which came first, his or mine. Though I did post a character sheet over two years ago, here.) Didn't do anything special with the rules for this game, save for remove anything Force-like from it altogether and change some of the skills around. Since the creation of that character sheet, I've modified a few skills. We're currently playing Wasteland for our Friday Night game.

We might have started working on it around the same time. I know I started writing it before Fallout 4 came out, because I had to change how power armor worked once I saw it in play. Still, it's a neat concept, regardless!  Glad to see someone else using the system to adventure in the Wastelands!

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Generic settings which I'd like to roleplay in using an EotE-like system:

- Grand Theft Auto-style campaign: modern-day sandbox, cinematic, pulpy and not gritty. The Obligation mechanic would fit in very well. The same goes for Motivation as well as the EotE (and hopefully Genesys) social skills including Coercion, Deception, Cool, etc.

- Western game with cool and highly fleshed out (N)PCs like Red Dead Redemption.

Edited by mogul76

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