Okay, here's one of the games I'm currently working on: Agency 13, a game of 60's TV spies fighting the undead menace.
I posted this on RPG.NET's games design forum a while ago, so apologies to those who've seen it before. It has changed somewhat since then.
Anyway, having recently discovered the Forge, I thought I'd see what you guys thought. I'd like some comments/opinions etc.
http://www.realms.org.uk/agency13
Matt
Groovy baby! Yeah!
It looks like Over The Edge crossed with GURPS. That said, you keep it nice and simple.
There probably needs to be something more on the effect of weapons, presumably they could act like a multiplier as in OtE.
Steve
Yeah, damage was one of the areas which I was considering adding more to.
Thing is, does it fit the genre?
In that sort of action series it didn't seem to matter what type of weapon you used, only how good you were with it.
Matt
Matt,
I haven't checked out A•13 yet, but "Lost Gods?" Damn, boy... that is the whip. Big ol' kudos.
Wow, praise from the guy behind Little Fears!
Thanks.
Matt
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In that sort of action series it didn't seem to matter what type of weapon you used, only how good you were with it.
Dying Earth has this kind of ethic but then nobody is going to be firing a rocket-launcher at your car.
Of course if cars have the same hit points as people then there is no problem.
A cliché of the genre is the hero being knocked out and captured. How does this work with this system?
Steve
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A cliché of the genre is the hero being knocked out and captured. How does this work with this system?
Damn, missed a cliché, and I even mention it in the section on villainous flaws (having incompetant minions fail to tie you up properly).
My thoughts on this, it could give a nice avenue for using flaws. Any character can do a knockout blow (or other special damages), but they count as having used a bonus.
Vehicles wise, I'd go for players being able to dive free at the last moment and taking damage based on a dodge roll.
Thanks for spotting those ones.
Matt
Matt, if you haven't read or played Extreme Vengeance, you really need to do it now. It really broke the ground for the kind of game we're talking about, and many of its design features (both the ones that work and the little-sticky ones) are crucial learning experiences.
Best,
Ron
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Matt, if you haven't read or played Extreme Vengeance, you really need to do it now. It really broke the ground for the kind of game we're talking about, and many of its design features (both the ones that work and the little-sticky ones) are crucial learning experiences.
Haven't looked at it, I'm aware of it though.
As an aside, it's one of those games where the name really put me off. Superficial I know, but there we are.
Might see if one of my friends has got a copy.
Matt