Games we want, but will almost certainly never have
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@SpaceKhomeini I don’t want to toot my own horn too much but, that paragraph was very close to Keys’ intro lines:
“Want to fight Nazis in occupied France? Ride with Cortez? Plunder Egyptian tombs, whether in 2000 BC or the 1920s? Visit an Earth where the Roman Empire never fell or European settlers never made it to the Americas? It’s all true — somewhere, somewhen.”
Anyhow, there is definitely a market for what-if and yes-but storylines. Go forth and make it happen!
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My latest obsession is Eldritch Automata, a cross between Evangalion, CthulhuTECH, and Pacific Rim where everyone fights beg monsters in fancy robutts where your mech’s health track is dictated by your sanity stat, and your attacks are fueled by STRESS and/or TRAUMA.
Get in the fucking
robotKickstarter, Shinji! -
Krull.
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You just want the glaive.
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a game where I get to pilot a mech suit like in Iron Widow/Heavenly Tyrant
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Honestly, this could be called “What games should I just get off my butt and make” and it’d be just as accurate. LOL
- Masters of the Universe
- A Transformers game based on the cartoon’s first season with a plot leading into the 1986 movie.
- A Star Trek game.
- A Game of Thrones game set in Lannisport in some obscure time in the past.
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I made a big list previously, and now there are more ideas, this time exclusively TTRPGs I want to MU-ify.
- Lancer
- Unknown Armies
- Mork Borg (or anything based on it)
- Scion 2nd Edition
- Zweihander
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@MisterBoring said in Games we want, but will almost certainly never have:
- Scion 2nd Edition
I want to love this game, but I’ve read through the books 3 times, and I still don’t quite get how the system works. That said, I think it could be easily converted to Storypath Ultra(which has become my favorite iteration of Storypath).
- Zweihander
There’s an off-shoot of this game based on a fictionalized version of the U.S. Revolution I think that looks very neat. Yeah, “Flames of Freedom: Zweihander’s Gothic Horror Take on 1776.”
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@helvetica Several have been tried over the last twelve years or so. Two, the first and the third, were by the same headstaffer, and I believe the third (chronologically the second, run by a different headstaffer) was called Demigod Destinies. I don’t have details, since all my logs were on my long-dead old desktop tower, but I believe all of them used a variation of the Scion 1st Edition system. It worked reasonably well.
The first ran for maybe a year before RL stole away our headstaffer and the game collapsed. Somewhere along the line, someone got the bright idea that, “OMG, people are spending XPZZZZZZ without supervizionzzzzzz!!1!!!” and talked the headwiz into implementing a rule that any advances outside of chargen required playing in or running three scenes focused on training in the desired skill, attribute, and/or area of improvement. This sounds good on paper, but in practice it means that, unless you have the freedom to do little more than play the game all day, ALL of your scenes are going to be about training, and eventually you run out of ways to make training RP even remotely fun. Most of us tried not to involve dice in our scenes as a result. The way I see it, if you’ve earned the XP, you shouldn’t have to justify how you spend it. Yes, this can be abused, but it can and should be dealt with on a one-on-one basis instead of dropping a supervision anvil on the whole playerbase just to swat a couple ‘twinks’.
Someone else on all three games insisted on a rule that all poses had to be a minimum of 100 words. This sounds like a good idea if you’ve ever played with more than a few of those players who only type lazy-looking one-line poses, but again, it doesn’t work nearly so well in practice. 100 words of flowery, descriptive, empty words just to say, ‘Percy opens the door and steps into the room,’ is just as bad. RP slowed to a crawl, and finding a way to stretch poses without excessive empty padding tends to drain the fun out of any scene.
The headwiz of Demigod Destinies also proved to not be a fun person to deal with or play with, unless you were into being verbally abused and talked down to. That game lasted about a year before folding.
At one point I believe the original headwiz tried to reopen her game a third time, but suddenly went silent, and the game died without ever finishing setup roughly a month later. I still don’t know what happened there.
I’d LOVE to see someone try again.
For what it may be worth, I’d also love to see an Aliens type of game.
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@helvetica I’ve poked at mechs vs mechs and mechs vs kaiju combat on FS3, and it can definitely work. But changing types (ie, hitlocation charts) during combat would be very difficult.
I would still love to do a Pacific Rim-style mechs vs kaiju game.
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@Roadspike I would love a Battletech game. I missed out on the CBT simulator era.
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@Roadspike Not if you have a command to just… change the type on the fly. combat/type, one might call it. If one had ever done such a thing.
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@Tat I don’t think that would work very well for vehicles - not without a bunch of extra work anyway. That’s why there’s no built-in command to do that.
@Jax Doing generic Mech v Mech combat isn’t hard in FS3. They’re just vehicles. You only run into trouble when you’re trying to model a pre-existing system. Battletech, for instance, has rules for heat, critical hits, finite ammo (not just clip-based), etc. - none of which are modeled in FS3. So you either get a very shallow approximation of Battletech, or you have a metric ton of additional custom code needed (at which point you should probably just make your own BTech specific combat system.)
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@Faraday Yeah, I’ve never tried it with vehicles, I do think that’d complicate matters.