gridlore: Doug looking off camera with a grin (Default)
[personal profile] gridlore
This morning's quiz!




Which RPG system are you?
by Mr. Vimes


Considering I write for these guys, I hope so...

Date: 6 May 2002 09:12 (UTC)
From: [identity profile] bunyip.livejournal.com
First Time:

Image

Which RPG system are you? (http://angelofdarkness.com/quiz/index.html)

by Mr. Vimes (http://www.livejournal.com/userinfo.bml?user=darkangel65)


Second time:
Image

Which RPG system are you? (http://angelofdarkness.com/quiz/index.html)

by Mr. Vimes (http://www.livejournal.com/userinfo.bml?user=darkangel65)


I'm happy with both results as I've played both systems, and the interesting part about my GURPS experience is that I've only played the person I know how to be the best... me.

I can email the HTML version of the character sheet if you wish.

Date: 6 May 2002 14:41 (UTC)
From: [identity profile] lysana.livejournal.com
I ended up with Shadowrun. Never touched the stuff. I helped beta-test a cyberpunk RPG that never made it out of beta, but that's the closest I came.

Date: 6 May 2002 19:42 (UTC)
From: [identity profile] gridlore.livejournal.com
Shadowrun always suffered from FASA Syndrome: glorious, wonderful settings, well thought out, detailed, with more background information and adventure hooks that you can shake a stick at paired with rules that make you want to weep.

It's true! Look at the FASA rpgs! Mechwarrior, Earthdawn, Renegade Legion... all of them lovely places to play in search of a workable system. I think it was Earhdawn that hurt the worst. They came up with a unique setting that actually gave a legitimate reason for all those massive underground complexes filled with nasty horrors!

(For those not familiar with the game, Earthdawn was set in a period just after the cycle of magic began to wane from a peak that allowed interdimensional Lovecraftian baddies called The Horrors to rampage over our world. Knowing this was coming, the different races took shelter in underground cities sealed with good stone and magic against the terror outside. They of course took all their wealth in with them. Some of these Caers fell, some opened a bit to early, and some just suffered civil wars or natural diasters. The game is set just as most of the caers were opening again. Somebody has to go spread the word that it is safe to come out again.)

The magic item concepts were unique, and treated these item as objects of power and mystery. Learning to use the item meant learning its history, which could be an adventure in itself.

All this weighed down by awful rules.. the true horror. (they also couldn't keep their setting straight, but that's another story.)

I've toyed with the idea of doing a GURPS: Shadowrun kludge, mixing GURPS: Cyberpunk, Cyberworld, Magic & Grimoire with Voodoo to handle the shamanistic magic. And in a little Illuminati (don't I always?) and it could be a very interesting gam

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