Pen and Paper Mass Effect: Make this happen.
#26
Posté 13 septembre 2010 - 05:01
I want a good story, but I want it to describe the results of playing with the interesting character-driven probability puzzle we selected. Sometimes the game itself can enhance the feel of the story - the Japanese mythology-driven campaign that would become Wives of Honorable Men (as soon as we find an artist...) wouldn't have felt the same if we hadn't used the L5R system.
Among its most important factors: A system we're playing with involves unavoidable risk. Lives must turn on the toss of dice, and there must be no going back.
#27
Posté 17 octobre 2010 - 11:04
If Bioware/EA are reading this, I'm telling you, there is DEFINATELY a market for a pen&paper RPG set in the mass effect universe! I know I'd buy it and any expansion like a shot. I'm sure many other people here are the same.
#28
Posté 29 janvier 2011 - 08:37
#29
Posté 01 juin 2011 - 05:31
#30
Posté 01 juin 2011 - 05:45
Well since someone already cast raise dead I'll say I'd love for this to happen. Systems I can see to adapt if I wasn't so lazy for personal use. Hero, shadowrun, gurps, Savage worlds, mutants and masterminds(d20), spycraft 2.0. But I'd love it if X company would do it for me. I eventually picked up the dragon age one, it was pretty damn good, but I have always been a much bigger mass effect fan than a dragon age fan.
#31
Posté 01 juin 2011 - 05:00
#32
Posté 01 juin 2011 - 07:38
SigilStone wrote...
Hey Guys,<br />
<br />
I was just googling "Mass Effect Pen and Paper RPG" and a link to this forum came up, so I thought I might as well make a screen name and let everyone know. My company and I have been working on a professional design of a Mass Effect Pen and Paper game with the intent of marketing it and selling it as a new and exclusive system through BioWare and their publishers. No, we haven't gotten their permission yet, and no, we won't share it with you quite yet. But, we will be entering negotiations with them in mid February, and hopefully I'll be updating everyone soon. <br />
<br />
But, so far, we've been very busy incorporating all of the new class and design elements from ME2, and have already an extremely polished system dealing with ME1. Unfortunately, it is not as broad as we'd like it to be, as the Mass Effect universe is really and truly staggering in scope, but we designed classes around the six in the game, with a focus on combat and role-play actions. <br />
<br />
No, it is not a port of the d20 system, d6 system, or any other system out there. It is a new system (it does use a d20 as the core mechanic, but that is where the similarities end) and has taken into account nearly everything that BioWare has produced for ME1 and 2. <br />
<br />
The six core classes, as well as over 10 upper tier classes (Bastion, Commando, etc) are all available for play. Human, Batarian, Elcor, Asari, Drell, Turian, Volus, Krogan, Quarian, and Salarian are all playable races with unique stats and character development options. There is a system for vehicular combat and weaponry, as well as a diverse system of character customization using Talents, Powers, Skills, and Feats (of which there are nearly 200) that all expand upon your character's abilities. <br />
<br />
So far, after about 1500 hours of playtesting through multiple focus groups, we are very happy with the system, its pace, and the amount of fun everyone seems to have. Hopefully BioWare will be pleased with what we have to show them in the next month. <br />
<br />
Feel free to ask me any questions about the system or what we are including, we can use all of the support we can get. Thanks again
Is there a webpage for your project? I think we'd all be very interested. Also is it story specific in nature or more of a "You want to run a P&P game in the ME universe, here are some rules for different things in the ME universe."
How do you handle Ammo? I feel like P&P would be the place to switch over to the thermal "vent" system some people want for ammo in ME3.
In ship-to-ship combat do you have any hacking mechanics/defenses? This is the primary weapon of the Geth and the Quarians so shouldn't be overlooked.
How are you handling balancing different races? Most specifically the Krogan and the Asari. Both seam more individually powerful than the other races.
How are you handling injuries, disease, and poison? Particularelly in relation to Quarians.
Last, how are you handling the difference in tech/biotic/combat powers and how they interact? First and foremost I think if we're going P&P tech powers should feel more like "tech" type things that you pick up and modify your omni-tool to do as you play, with powers more easily dropped and added, and some abilities like combat drone as items you have to make or prepare beforehand, (Like wizards with spell preperation+spellbooks in 3.5ed D&D) and biotics should be more like innate powers usable on the fly with the set list of powers that you know that expands with your level.
And...I think thats it.
#33
Posté 01 juin 2011 - 07:50
#34
Posté 01 juin 2011 - 07:55
#35
Posté 02 juin 2011 - 05:09
Well if WarHammer 40k can make it work, why not ME?Skilled Seeker wrote...
I don't think it suits ME. ME isn't an old school RPG. It suits DA and 2 DA P&P games exist.
#36
Posté 02 juin 2011 - 08:13
Modifié par FlareX2, 02 juin 2011 - 08:20 .
#37
Posté 21 août 2011 - 07:50
I would like to help create a system for this but I will not do it alone and I will not join any old project. I shall explain:
I roleplay for the roleplaying, the character interactions and the personal developements of the characters. I do not view it as a "game" where you aim for numbers or rewards that refer to game mechanics, but you aim for the character's own goals and those are reward enough. I do not want my RPG to encourage any other kind of gaming.
So, here goes.
No classes. You design these things from scratch, you have a professional background, but nothing that can easily be summed up on a short list of categories.
No levels. Every skill is a level on it's own. Practicing with your gun makes you better at using your gun, nothing else. No super leaps in hit points, this is specially not needed in a world that has power shields and medi-gel... which brings me to:
No health potions. The world does allow for medi-gel and this offers up some interesting role-play opportunities, but medi-gel needs to have limitations. Why not have an armor that automatically pumps you full of medi-gel every time you get hit? because the game would suck. Maybe over-use of medi-gel causes addiction and terrible side effects? that is one way to do it.
I like using a D20 for skills, but not the way that what is named "the D20 system" does it. Contact me to find out more about this one.
None of this "too much power to the GM" crap. There is no way a GM can have "too much power". If you are the kind of gamer that truly thinks the GM and the players are opponents then we have nothing to discuss.
OK if you've made it this far we may be at least somewhat on the same page. Contact me and I think we may be able to whip a great RPG system together for ME.
And I don't care if people dislike the fact that what I propose is "not like the system in ME", I do this for an RPG in the ME world, not to simulate the ME video game. if that was what I was after, I would just stick with playing the video game.
There it is. Do with it what you may.
Modifié par NorthLion, 21 août 2011 - 08:14 .
#38
Posté 22 août 2011 - 02:45
Gurps is a huge collection of plug and play rules that are designed around a multi genre system.
Traveller is more hard scifi. character creation is a game unto itself with the life path system.
Savage worlds is fast and fun. It has a pulp fictiony space opera feel to the rules. Characters cannot become immortal compared to starting characters.
D6 looks to do well. Have not played it.
Shadow Run has its own setting in mind but the rules handle powers well. Cyberpunk on Earth were magic has changed the game for companies/governments and everyone below.
Cthulutech is not too well suited but has plenty to do with enemies beyond our understanding. Also a lot of influence from scifi and horror anime.
Eclipse Phase I have not played but the rules are mostly hard scifi with post human, and post scarcity concepts. Have not seen much on powers.
#39
Posté 13 mai 2012 - 03:59
PunkxRonin wrote...
Ok, so I induldge in some old school pen and paper gaming with friends from time to time (for those unfamilar with what i'm talking about allow me to direct you here en.wikipedia.org/wiki/Role-playing_game_%28pen_and_paper%29).
The more I think about it, the more perfect the Mass Effect world is for such a medium. It's got a rich detailed world, full of interesting people, and places. It has a very high level of lore and history written already. Has compelling alien races, which would add a lot of diversity in playing in such a game. It even has options for diverse character classes that you can pull straight from the game... Soldier, Adept, Engineer, etc.
I know that a pen and paper game was built around the Dragon Age Origins game/setting (www.greenronin.com/dragon_age/). I urge the powers that be to take simular actions and make a game in the Mass Effect world.
Would any one else like to see a simular product? Any one trying to make a home-brewed version of this idea for their own use? Thoughts in general on the topic?
Absolutely! I'd love to explore this universe further, in ways that go way beyond any sort of freedom of choice that a computer game might offer.
#40
Posté 11 juin 2012 - 01:12
#41
Posté 09 octobre 2012 - 10:08
so here goes
All characters start with an Omni-tool. This is a personal, wrist mounted computer with a holographic interface. It has a wireless link to the equivalent of the internet, and a built in translator for all citadel, and former citadel races.
All armour in the game also doubles as a vacuum suit.
Pistols and shields are now one step more common. They're pretty easy to come by in the setting.
Shields don't have a passive damage resistance. Instead any minor complications placed on a shield will be removed after spending a turn performing a non-hostile action in a safe location (in cover). Major complications will be restored after a combat in the same way as a minor complication normally would. Anything more serious than that use the normal rules. Shields only work against projectiles.
Added Skill: Biotics. Knowledge of, or skill at using biotic fields.
Added stunt: Biotic Adept. Functions the same way as telekinesis. Uses the Biotics skill for skill checks.
The stunt Barrier can be taken after Biotic Adept is chosen. All other telekinetic stunts remain available, except for flight.
All other supernatural abilities don't fit the setting. Only choose them if you can give me a very good reason why they're there.
New stunt: Combat Hacking. Allows a character to use Science to hack into enemy omni-tools, shield systems and weapons during combat. Can also hack any hostile A.I.s or V.I.s to perform a chosen action. Two zone range. All other relevant Science stunts apply.
______________________
Racial trait guidelines.
The following are exactly that - guidelines. We've constructed them using the racial traits section of the Star Blazer Adventures rulebook. If you can come up with some traits that better fit your character, while still fitting thematically with the race in question, run it by me and I'll likely go for it.
Asari
Strength: Hitting a nerve - When compelling a character's aspect you may invoke one of your own for free within the same scene. The player you are compelling gets the fate point as normal.
Strength: By the Goddess - Pick two. +2 to mysteries, biotics or empathy checks
Weakness: Entrenched beliefs - Regardless of fate points, aspects, stunts and abilities, Asari may not swap skills from the most appropriate skill for a check.
Weakness: All the time in the galaxy - Time units for actions are shifted one unit longer
Drell
Strength: Fast athletics - You may pay a fate point to double your athletics skill. You incur a minor physical consequence for doing so at the end of the conflict.
Strength: Relive the moment - You have perfect sensory recall. You may pay a fate point and make an appropriate perception based skill (usually investigation) to recall the scene exactly as if you were still there.
Weakness: Reliving the horror - The GM may compel you to relive the worst moments, at the worst times, in intricate detail. Enjoy!
Human - Biotic
(A human character may take the following if they have chosen to become a Biotic Adept)
Strength/Weakness: L2 implants - May suffer complications for a bonus to a single Biotic check. Bonus to the check is equivalent to the complication suffered (+2 for minor, +4 for major, etc)
Krogan
Strength: Multiple redundant organs - Krogan can take one extra major physical consequence than normal. This ability may stack with the "Feel the burn" and "Still standing" Stunts from the Starblazer rulebook.
Strength: Blood rage - Once a Krogan has taken all of the minor and major physical consequences possible to take, he gains +4 to blades, brawl and might. This ends at the end of the conflict. The Krogan has no distinction between friend or foe when in blood rage.
Weakness: Might makes right - If there is a fight, you are going into it. The GM can compel you to act like a Krogan. Not that you should need the incentive.
Weakness: There are no Krogan scientists - Krogans suffer -2 on all science and engineering checks. this includes starship engineering.
Quarian
Dextro DNA: Quarians eat different food to normal DNA races.
Strength : Technically minded - Gain a persistent +2 bonus to engineering and starship engineering rolls.
Strength : Exo-suit - Your exosuit is an environmental suit which counts as light armour and can be upgraded as normal using armour purchases. This armour also means that kinetic barriers are permanently docked.
Weakness: Compromised immune system - You are in an exosuit. Any breach of this suit through any means can result in a sickness or infection consequence. Difficulty and severity are decided by the GM dependant on circumstance.
Weakness: AI animosity - You can be compelled to act recklessly or with bias where AI are involved.
Salarian
Strength: Hyper mind - the character can pay a fate point to add +4 to a science or engineering skill check for themselves. If they are assisting any character with the science or engineering skill they can pay a fate point and make a science or engineering skill check against the skill level of the character they want to assist. any shifts generated can be added as one off bonus to the character they are assisting. The science skill can also be used in place of alertness when in combat or investigation when investigating clues.
Weakness: Frail form - Taggable weakness when taking a might or endurance check. Can result in -2 to a the check or can gain complication
Turian
Dextro DNA: Turians eat different food to normal DNA races.
Strength: Metal Exo-structure - A Turians skin acts like armour giving it +2 damage reduction from blunt and bladed weapons. This is taken separately from armour that the Turian may be wearing.
Strength: Military education - When an aspect relating to a Turians military training or background is compelled it must always result in an escalation. Eg. The GM offers the player two fate points, the player must then take two or pay two. The GM can then escalate further up to a limit of three total fate points. Aspects that this rule applies to must begin "military:....." to designate them as escalated aspects. Turians can have as many or as few of these aspects as the player decides.
Weakness: Rigid body - Turians suffer -2 to athletics when rigidity would be a problem. Eg. acrobatics and getting into tight spaces. This can also result in immediate consequences.
More detailed Biotic Rules
Biotics is a stunt and a skill you can acquire.
A basic biotic package is a stunt and includes the skill starting at mediocre (+0), the ability to defend yourself with a biotic field and basic biotic powers that can be used offensively or for miscellaneous purposes. When lifting objects, biotics uses the might lifting table.
Note: a biotic cannot use kinetic barriers.
The following are stunts that can be purchased by biotics users.
* Biotic shield: When a biotics user is shot at by a kinetic weapon they roll their usual dodge roll using athletics as well as rolling a biotics skill check. You may then pick one roll and your opponents damage is reduced by this amount to a minimum of 0. Alternatively they can pay a fate point to negate 4 physical stress from the attack.
*Feather touch: Control of biotics is usually restricted to broad and clumsy uses. Some biotics users have fine control over their abilities. The biotics user may pay a fate point to be able to manipulate objects in a controlled way such as turning a key or typing at a keyboard.
*Propel self: The biotics user may change their own mass in order to make giant leaps. The character can use the rules for fly but cannot change their direction after initially propelling themselves, though they can control their descent.
*Move heavy objects - When trying to lift heavy objects, a biotics user may roll their biotics skill. After looking at the weight result on the might table they may spend as many fate points as they like. Each fate point doubles the capacity stated on the weight chart. Through this method characters may exceed the weight of objects on the weight chart.
Modifié par Bazik, 09 octobre 2012 - 10:22 .





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