NMA PnP: The Ruleset Collection Thread

As for Retrocaplypse, it has some nice ideas and some interesting approaches, but I wouldn't wanna play it ... it lacks too much substance for my taste. :sad:
Shame, I really like the system. It's not pretentious (it's the evolution of pretending to be knights as kids, and hence doesn't require long, complex or overly fleshed out rules to be fun), it's fast (really important for me, as I'm usually strapped for time) and it makes finishing an important goal possible in a couple of sessions. Not to forget it creates a lot of player input with karma, allowing the players to actually shape the world in some regard. This, this is the real hitter for me. A game where the players can be invested in the world by shaping it in subtle ways is great, because it makes them more interested in it.
 
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Not to forget it creates a lot of player input with karma, allowing the players to actually shape the world in some regard. This, this is the real hitter for me. A game where the players can be invested in the world by shaping it in subtle ways is great, because it makes them more interested in it.
Erm... for me that's part of the roleplaying... Why do you need a karma system for that? Or did I get you wrong?
Affecting the world is why I enjoy PnP RPGs way more than Computer RPGs. The GM can reshape the world organically and completely realistically according to the actions of the players... Without any system... or are we talking about different things?
 
Erm... for me that's part of the roleplaying... Why do you need a karma system for that? Or did I get you wrong?
Affecting the world is why I enjoy PnP RPGs way more than Computer RPGs. The GM can reshape the world organically and completely realistically according to the actions of the players... Without any system... or are we talking about different things?
I mean it differently, in that they shape it not only through their actions, but in a more GM like manner, creating NPCs and locations.
 
I mean it differently, in that they shape it not only through their actions, but in a more GM like manner, creating NPCs and locations.
My point still stands ;-) But yeah I get what you mean. But it still depends on your playstyle. I do encourage my players to co-shape the world around them. They don't have to ask whether there is a mug or not, they just describe grabbing one from that table and smashing it on that guy's head. I only interfere if what the players describe contadicts my plot or a specific idea I have of the NPC or the environment. I wouldn't care if they simply created a settlement they encounter completely on their own, organically while playing. Reasonable players don't abuse that, because it robs them of their own fun.
I also had to realize that systems or mechanics won't really encourage lazy players to describe or participate more. I introduced the Exalted stunt system into my D&D campaign, which gives the players bonuses on rolls or even bonus-XP, if they describe a great action in a cool and elaborate manner, but still some of my players will still stick with "I make a 5-foot step here, attack the left ork, get my flanking bonus, and then the other ork because my Blabla feat lets me do that, when these and those conditions are met" ... :wall:
I know that some people are better in describing what their character does and feels than others, but I would obviously factor that in.
And the guys, who like describing don't even ask for a stunt bonus.

So I think that Karma system would need some field testing. It's a cool idea to give the players this kind of power within specific limits, but I'm not 100% sure they will excessively use it... :-/
 
I feel like it depends on the group, and if the group is really into it, it makes the game really fun.
Anyway, I feel like I'm going to have fun with these rules, and I'm planning to write a review when we've tried them.
 
So are we using the Tabletop simulator for this?

Also, we should try a trial run at some point (when we get all the things).
 
Alrighty, I've got the date set for the trial. I should get back to you all on Thursday.

How did it go?

Also, I've now got Tabletop sim (so if you guys are gonna use it, I guess I'm ready with it).
 
How did it go?

Also, I've now got Tabletop sim (so if you guys are gonna use it, I guess I'm ready with it).
Sorry for the wait, I went prolonged camping... (we just decided to travel around the Aussie outback). It was great. The rules flowed fast and there were some pretty epic moments. Seeing as I've just returned I don't want to write a full report yet, but it will come.
 
That's great.
Once a full report is up, we should schedule a date to do this.
 
One thing I really like are the classes and traits. They made character creation simple yet interesting. We had a smug and know-it-all Follower of the Apocalypse who could heal feral ghouls through therapy I guess? We also had a Brotherhood of Steel character who was cold and ruthless. Once per day he could get karma and decide what it is... basically if he helps kill a cat he could turn that bad karma into good karma, because the cat is leeching off society or some shit.
 
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