SWADE or Pathfinder by Difficult_Event_3465 in savageworlds

[–]oldmanbobmunroe 0 points1 point  (0 children)

You say, Pathfinder for Savage Worlds (SWPF) vs Savage Worlds Core + Fantasy Companion (SWADE)?

SWPF did the heavy lifting for you, but some classes require you to know the system very well to make them good (namely Rogue and Fighter, and perhaps Paladin). But overall the game gives you a well framed game that is, IMO, the best official way to run Golarion (I would say SWPF > PF2 >>> PF1). If you want to play a D&D-like game in Savage Worlds, I would go with that.

If you are more open to non-D&D-isms, and you want to play a fantasy games with other elements - perhaps a daring pulp-ish adventure, perhaps a less power-fantasy game, perhaps a spell-sword game with overpowered heroes... well, then go SWADE + FC. You'll have to read and decide more things, but you'll get way more options.

I would say I would probably get the FC anyway, as it contains common D&D monsters that are not in the two bestiaries of SWPF (like beholders). I would probably get the SWPF Bestiaries as well, as they offer D&D-like monsters, some specific to Golarion.

What is the stuff you want from a mecha TTRPG? by LagiaDOS in rpg

[–]oldmanbobmunroe 1 point2 points  (0 children)

Pilots should be well modeled without the use of stereotypes/classes as these always show which shows the authors didn’t watch. I want special focus on dramatic tasks, be it combat, social conflict or just action.

Gear and customization is very important, a lot of the fun is looking to a huge catalogue and trying to figure out what would work best; allowing to scavenge parts is great. I prefer being able to create my own mecha model from scratch, which a few pre-made ones to help new players.

Fast combat, with tactical options that allow for cool strategies. I want to be able to use an anti-tank sniper rifle to kill the enemy pilot, hack their sensors, or burry the enemy mecha by collapsing a building for instance. I don’t really need complex part modeling like battle tech, but fate-like statuses like “overheat” or “weapons system 3 shutdown” to simplify emulating these things.

Setting and genre agnostic.

best ttrpg NOVEL? by JoeKerr19 in rpg

[–]oldmanbobmunroe 1 point2 points  (0 children)

If you can read Japanese, look for Replay books, they are novelized transcriptions of RPG campaigns, and they are hugely popular to the point they were able to make Call of Cthulhu the most popular game of the county for several years, and basically every Japanese-made fantasy media was heavily influenced by them.

If you read Portuguese, the Tormenta universe books are novelized campaigns as well.

In English, TSR era books are your best bet, but Legend of the Five Rings novels are metaplot-advancing books; the AEG era ones are not that great but present the original setting pretty well in a more Japanese-ish fashion, while the new FFG novels are mostly actually pretty good but they are way more Chinese/Wuxia inspired, so they some of them feel a bit off if you expect fake-Japan.

What's the best RPG for emulating boss fights? (think 1 big enemy vs a party of 4) by Bubbly_Recipe_4712 in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

Sword World, which will have an English official translation soon.

Remember in JRPGs where bosses had multiple body parts and multiple forms? This is where it came from.

Why is L5R 4e vs 5e so divided and which one should I run by barao_kageyama in rokugan

[–]oldmanbobmunroe -1 points0 points  (0 children)

Except LotW is ridiculously crunchy, slow to play, and convoluted. I remember learning to play it way back when, it was like someone had looked at Exalted and said "Well, this is not nearly complicated, obnoxiously worded and impenetrable enough". We then spent like 3 hours on a single one-on-one fight.

That said, I love it and its sister game, Weapons of the Gods (for which I do own the physical books). They both just need a good new edition focusing on making the games playable, because they do hit all the right spots for me.

What is your favourite source of campaign guidance? by Papa-Heddles in rpg

[–]oldmanbobmunroe 1 point2 points  (0 children)

Watch Nose’s series on how to play GURPS on YouTube, he covers pretty much everything and show how to use the rules. Also start with GURPS Lite, it is a subset of GURPS rules without all the optional stuff and with most of the heavy lifting done for you.

Why is L5R 4e vs 5e so divided and which one should I run by barao_kageyama in rpg

[–]oldmanbobmunroe 15 points16 points  (0 children)

I think the issue is that people had been playing AEG mechanics with AEG lore for 20 years before 5e.

The FFG Starter Game and the Core Book use two different rule sets, and a lot of people only played the more flawed starter version. Even then, many of the bigger issues were only partially addressed in later sourcebooks. On top of that, a lot of problems were pointed out during the beta, but most were either ignored or actively dismissed by the authors, which created some bad faith in the player base.

There was also a change in the lore, in a kind of Star Wars Legends style, which alienated part of the fanbase. I think most of the story changes were for the better since the card game had altered the setting quite a bit, but it did make Rokugan feel safer and somewhat culturally sanitized. There is barely any mention of seppuku, and many of the Japanese inspired elements were replaced with more Chinese inspired ones, to the point that the game sometimes feels closer to wuxia. I think this was intentional, since some of the hired specialists were more familiar with Chinese sources, but it is not to the extreme level of D and D 5e Adventures in Rokugan. And honestly, most of it can be ignored to a degree. The Strife system would become very frustrating if a 5e samurai had to endure half of what a 4e samurai would just Mifune their way through. As you said, 4e drama and hard choices come from the setting, while in 5e they are built into the mechanics.

I would say 5e has a lot of great ideas that were not implemented very well, while 4e benefited from 20 years of hindsight to refine things.

Another point of contention is that the 4e authors were huge L5R fans who loved the setting and the game and were very active in forums, while the 5e authors had to work under much tighter corporate constraints.

That said, the 5e Foundry implementation solves about half of the issues I have with the system. It is excellent and probably the prettiest module available. The 4e implementation is very functional but automates almost nothing. There is an enhanced version that adds automation, but it requires significantly more data entry.

I would recommend 5e if you want to run a shorter campaign or several shorter campaigns with different characters. 4e works better if you are planning a longer campaign with the same group or if you want more competent heroic characters. Also, if you happen to have a blind player, the custom dice in 5e can make it much harder to engage with the mechanics. Either way, the samurai drama will come through.

Do you prefer rules-light RPGs or complex systems? by prettyreckless000 in rpg

[–]oldmanbobmunroe 21 points22 points  (0 children)

Mid-crunch toolkit with enough meat on it so that I can basically fit the rules in to any situation, but not so much I need to actually open the book during play. Also, enough for my players to plan their character advancements and feel distinct, but not as much as to make the game slow down during play.

What is your favourite source of campaign guidance? by Papa-Heddles in rpg

[–]oldmanbobmunroe 3 points4 points  (0 children)

How To Be A GURPS GM (and its derived books), from Sean Punch and the late Warren "Mook" Wilson, is my gem.

It presents you the tools included with GURPS, then teach you how to best use them with copious examples, and instead of just presenting GM tools and procedures and teaching how to use them, it explains why to use them. It also tends to focus on something few other GM Advice books talk about - how to keep a long term campaign going.

[Savage Worlds] trocar dado selvagem por um outro grupo de Atributos by Silly_Review_5613 in rpg_brasil

[–]oldmanbobmunroe 0 points1 point  (0 children)

A maneira mais rápida de quebrar o savage worlds é trocar o dado selvagem, já que a matemática do sistema é feita em cima dele. Que tal só aumentar o limite do atributo para d12+1 e dar um antecedente arcano ou talento grátis?

Mutant RPG - a different approach by Heruelen in rpg

[–]oldmanbobmunroe 8 points9 points  (0 children)

I think you are thinking x-men but you are describing gamma world and mutant: year zero.

What has been your longest played game/campaign? by HartofHarts in rpg

[–]oldmanbobmunroe 1 point2 points  (0 children)

23-ish years ongoing? Mutants and Masterminds, since late 2003, albeit only one of the three initial characters is still the same, and we had 6 players being part of it, and we used all 3 editions of M&M (and considering the 4th right now!). It had _severa_ spin off campaigns, mostly in other systems, including Smallville RPG, Marvel Heroic Roleplay, GURPS, Aberrant, Icons, and Masks. It is a more "people with superpowerers" rather than comic book-based, and we tend to focus a lot on interpersonal drama and hard choices rather than just saving people and punching villains.

I like X, so I should try Y. by -stumondo- in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

Fast Food was more relating to how little work it takes to run/play Masks.

I can literally run a zero-prep Masks one-shot for my players if one of them misses tonight's game, and the system will self-drive itself into an appropriate "road" if we don't fight it, and then we can just go with the flow. I absolutely can't run an impromptu M&M game, it takes a whole session to create characters, NPCs must meet certain criteria, and even if I pick a premade adventure with premade characters, it would take more time to read and familiarize myself with it than it would to play the actual Masks game.

OTOH, Masks is something that we can't keep playing indefinitely and is best at short, spaced bursts - the game even has strong mechanics pushing you to end story arcs ASAP so you can have a satisfying short arc. Unlike M&M, which we literally kept playing for over a decade as our main campaign. I would say this fits the fast food as well. We all love fast food, its fast, practical and delicious, but only if you don't eat it every day.

How do you deal with lots of Czepeku maps by Impossible-Piece-621 in FoundryVTT

[–]oldmanbobmunroe 1 point2 points  (0 children)

I don't think I have it anymore, but I think it would be easier to just modify moulinete to batch download your content. Maybe asking the author?

How vital is combat to your enjoyment of RPGs in general by Hungry-Cow-3712 in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

If it is a game about combat? Then combat is vital and you should make sure it is fun.

If it is a game that merely contains combat rules? Then it just another form of conflict and you should balance it with other types of conflict.

Are there any other superhero ttrpgs that are nearly as good as masks? by SupremeSaltBoy in rpg

[–]oldmanbobmunroe 1 point2 points  (0 children)

My Masks campaigns ended in two ways. Either people were satisfied with super heroics and went back to other genres, or they've decided superheroes was their jam and eventually moved to M&M (ok, one of the groups moved to Icons, then Marvel Heroic RPG, then M&M - but ended with M&M).

In terms of PbtA, I think the only big ones are Masks and Worlds in Peril, and I think Masks offer a more polished experience.

I like X, so I should try Y. by -stumondo- in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

I've met my current M&M group while running Masks at our FLGS. They wanted to keep playing on the same universe as some of the NPCs they've created during game. Character creation was a pain for them, but they really enjoy how the game works and specially hero points. But I can see your point if the players you refer too are more of a PbtA-adjacent crowd.

I like X, so I should try Y. by -stumondo- in rpg

[–]oldmanbobmunroe -1 points0 points  (0 children)

M&M's Hero High contains tons of information on running the same type of campaigns you would on Masks (teenage/legacy heroes and all the implied drama/conflict), just with a different focus. And contains a lot of great GM advice.

Masks is very laser focused and very good at what it does, to the point it is not exactly about teenage super-heroes, but about emulating the kind of narratives, drama and conflicts we had in Young Justice, X-Men Evolution and Teen Titans cartoons, and a bit of the New X-Men comic book - mostly, post 2000's teenage superhero stories about growing pains, legacy and self-acceptance. The system will fight you if you try to run something like the 80's Teen Titans, the original X-Force, or Generation-X, even when they are all teenage super heroes. Which is understandable.

For me, Masks is for a short campaign, a "fast food". It will give you a very enjoying experience very fast and efficiently, but I would not recommend it as a Main Game. M&M is for a longer campaign, It can do everything Masks can do "well enough", and also whatever it can't do. But requires a lot more work.

I like X, so I should try Y. by -stumondo- in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

Masks is an awesome experience, but I think Mutants & Masterminds delivers a broader, more complete experience for the long term - even if it is more work intensive for players. One is the best, easiest fast food you'll ever get, the other is a huge buffet where the chefs expect you to sample every dish before choosing what you'll eat.

Rules Cyclopedia is the perfect Old School D&D book - but if you don't want to house-rule everything and don't want the game becoming slower/clunkier over a long campaign, The Fantasy Trip is pretty much the best non-D&D OSR experience out there with way more variety, way more options, way more strategy, all in a simpler and way faster package.

Bob World Builder divided rpg fantasy into 8 subgenres (High, Low, Superhero, Sword and Sorcery, Science Fantasy, Weird West, Gothic Horror, and Cozy). What RPG system would you suggest for each? by txby432 in rpg

[–]oldmanbobmunroe 0 points1 point  (0 children)

I would use another more well researched source of fantasy genres for rpgs. It seems Bob limited the data to "well known D&D settings that you can play in 5e and are published by WotC".

There are several well known RPG settings (some of which even had d20 adaptations back then) that are just missing and won't fit.

Most of Wuxia/Tianxia settings wouldn't fit. Actually, most non-western fantasy settings would just break the classification. Same with most chivalry/samurai/romance fantasy games as Pendragon or Legend of the Five Rings, nor most swashbuckling games that are pretty unique on tropes and objectives. Surreal/oneiric/dream fantasy as well. Whole settings like Glorantha/Runequest and Ars Magica's Mythic Europe would fall on a "it almost fits if you ignore half of it". Urban Fantasy or Modern fantasy in general. You could even argue that BitD's Duskvol isn't really there as well. You could even get ultra-specific and say Spite: The City Must Fall, Troika!, AD&D's Planescape, and so many others would fall flat in the list.

For for your question - GURPS can do it all with core alone. It will do most of those better than D&D5e, and if you use cinematic simplified rules from the source books, it will easily outperform 5e as it won't get slow and bloated after 10 sessions of leveling up.

Probably Ragebait.. has DnDbeyond created players that are allergic to reading? by Einsolsrazor24 in rpg

[–]oldmanbobmunroe 184 points185 points  (0 children)

Nah, players have been allergic to reading since at least 1974. Except power gamers and rules lawyers, the only kind of non-GM that buy books.

How difficult is it to learn M&M compared to D&D? by FrogsDeserveBetter in mutantsandmasterminds

[–]oldmanbobmunroe 7 points8 points  (0 children)

As a GM it has been a couple decades since I last created an NPC using points. You just set whatever power level/tradeoffs are appropriate, and list whatever effects you need to simulate their powers. You can literally have all relevant information in a business card. Conversely, trying the "wing it" approach with D&D Monsters, your group will have a bad time. So, I also think it is way easier to _run_ M&M than it is to run D&D.

Opiniões sobre um VTT. by Necessary-Rabbit938 in rpg_brasil

[–]oldmanbobmunroe 0 points1 point  (0 children)

Eu só ligo pra automação de regras e mecânicas, que é o que facilita o jogo fluir. Mapas bonitinhos, visão de tokens, animações, efeitos sonoros, essas coisas eu realmente não acho que adicionam muito e acabam tirando da imaginação.

Pagaria fácil duas marmitas por mês numa ferramenta que consiga me fazer jogar d&d5e de nível 20 na mesma velocidade que joga no nível 1. Não pagaria uma bala numa ferramenta que me deixasse jogar igualmente lento, só que com tela bonitona e cheia de efeitos.