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 No.422477 [View All]

What video games (or other non-/tg/ media) would you love to see converted to tabletop form? Even if it's just ripping off the setting or capturing a certain gameplay element or the overall feel of a game in tabletop form.

2 postsand1 image replyomitted. Click reply to view. ____________________________
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 No.422547

Pokemon (I don't like how they did Pokemon Tabletop United one bit).

Sonic the Hedgehog (I've actually thought about doing this).

Minecraft and Terraria (this would be awesome).

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 No.422549

>>422547

>(I don't like how they did Pokemon Tabletop United one bit)

Go on.

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 No.422552

>>422549

Really, my biggest complaint is that instead of Power Points like in the games, they replaced it with "You can only use this move once per scene/day/etc". Never liked that.

Also, I remember seeing that the game seemed to be fitted for the players to play as a group...my RPG group usually takes turns playing as getting our characters to cooperate on anything is like pulling teeth.

Anything else...honestly, I think I need to go back and read that PDF. I remember not liking the "Edges" system.

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 No.422576

>>422547

>Sonic the Hedgehog (I've actually thought about doing this).

How would you make that an engaging TTRPG?

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 No.422577

>>422576

I'd probably base it off a mixture of Sonic Chronicles: The Dark Brotherhood, Sonic Battle, and TMNT & Other Strangeness. Probably mix in a few aspects from games like Shadowrun.

My biggest hurdle is figuring out how to handle the Speed Stat. I was never good with stat abstraction (ie, the idea that a stat doesn't directly correlate to a specific capacity, like X Strength means you can lift X pounds).

I used to be an active member on the Sonic Fanon Wiki, and they had quite a good number of ideas.

Character design would probably go "Choose your Stats, then skills, feats, then powers if any" and add options for certain weapons (Shadow the Hedgehog's Guns or Sonic Robo Blast 2's ring weapons).

"Feats" (more like Intrinsic/Extrinsic qualities, Nethack Style) would be similar to the support skills in Sonic Battle; being able to deal extra damage, have better chance for criticals, more armor, better Speed/Acceleration, what have you.

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 No.422608

File: 2d0acab5081b682⋯.png (158.62 KB,345x399,115:133,Stalker eh.png)

>>422477

>E.Y.E. Divine Cybermancy

The best mash-up of sci-fi/cyberpunk to have ever emerged from France. They should just publish their home brew (that's what it started out as). Of course, its gotta be dragged through google translate.

>A Gundam or Macross table top wargame.

If battletech could do it, then I'm sure something similar could for all those gunpala kits they sell.

>Valkyria Chronicles skirmish game

>A Castlevania/Metroid RPG

>A fucking Paper Mario RPG

>A DECENT Final Fantasy RPG

a Dune Wargame would be nice, even if its based off of the RTS

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 No.422611

Persona, especially Persona 5.

The Alchemist Code (phone game). Admittedly, an FF-game could probably run it too, but still.

Bayonetta would be cool - I can think of a couple ways to do it in some extant systems, but I'd not say no to an official publication.

Metrovania, Zelda, and Mario, as have been mentioned, would also be very cool.

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 No.422615

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 No.422634

>>422577

>We are now approaching maximum autism

It sounds as beautiful as it is terrifying, best of luck and god speed sir.

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 No.422653

>>422634

Considering someone on Giant in The Playground came up with an idea of how to do Speed, I can do this!

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 No.422687

>>422653

Keep us up to date, the project does sound kind of interesting mechanically.

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 No.423568

File: 427a4d038d00529⋯.png (334.79 KB,500x401,500:401,terry_cheers_you_on.png)

I know a few people have tried already, but the LISA setting would make for a really interesting RPG.

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 No.423582

EYE Divine Cybermancy

Jian need to be removed.

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 No.423590

>>423582

<you gained Brouzouf

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 No.423605

>>423590

<my legs are okay.

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 No.423651

File: ca036eadbcd5104⋯.jpg (88.71 KB,748x1118,374:559,Put down the Brouzof and n….jpg)

>>422608

>E.Y.E. Divine Cybermancy

>They should just publish their home brew (that's what it started out as)

That would either be the most amazing game in the history of the hobby, or the disorganised rantings of a paranoid opium addict. Either way though

<Culter Dei: Cycles of Guilt

I'd play (and buy) the shit out of that.

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 No.423653

File: fd572e7bef5ddfe⋯.jpg (196.83 KB,1920x1080,16:9,20190704102259_1.jpg)

Pathologic.

No, I'm not sure how that would work, considering the setting revolves around the main cast and the town's inhabitants.

But goddamn isn't it an amazing setting.

The pagan Russian steppe culture, the thin line between the mythological and the rational, the rituals and traditions overlapping each other. Just walking through the city again and hearing nomadic chants is one of those fantasy world experiences that can't replicated.

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 No.423666

>>422486

But why EA C&C specifically?

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 No.423674

>>423651

I have to imagine the original homebrew is dripping with that glorious early RPG boom autism where they had tables for everything and endless pages of content that never got used, and attack checks that would require a dozen dice rolls to see if you shoot, how well you shoot, if your gun explodes, how many bullets reach your targets, and so on. It would be kind of amazing to read if only just to see what kind of madness lies under the hood on an already insane game.

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 No.423700

>>423666

Well, Satan, maybe I'm just a scrub, but that's the C&C I had the most fun with. Fuck me I guess.

>>423674

Original E.Y.E homebrew

>You attack the *spits* Jian

>Roll on the trigger initiation table

>OK, you pulled the trigger correctly, now roll accuracy (modified by your hand shake modifier, your current morale score, the lighting coefficient, your current blood chemistry, and Drive*motivation/luck)

>One sec, gotta crunch the numbers

<15 minutes later

>Right so that's a probable hit, roll location and consider your sins.

>Holy shit, you hit him this time *rolls* 39.218 degrees and *rolls* 1.72 inches below the *rolls* left eye too.

>Wait, I forgot the Metastreumantic situation in the room you guys are fighting in, give me a second

<35 minutes of number crunching later

>So were you aiming to kill this guy or shooting to wound?

>Yes they're different tables! No you can't change that after firing the shot, the bullet is out there doing its thing. Just answer the fucking question.

>Right, give me a d39 modified by the total cost of the weapon you're firing (remember that stat degrades every time you fire [equipment quality modifier] shots) and justifying your decision to kill based on your characters ethics slots, then describe your precise state of mind at the time you decided to take a life.

>Oh, and were you storing the ammunition in your left thigh slot or the upper right chest pocket?

>Hmmmm, yeah sorry, that's a different sourcebook now.

>7 minutes of table hunting pass

>OK, you had the level 5 accuracy upgrade on your rifle, and were using one of those explosive rounds you picked up a few sessions ago, and his armour *rolls* has lost effectiveness due to *rolls* his slovenly attitude regarding equipment maintenance, roll luck+accuracy/(square root of ocular equipment vision mod/number of time you cleaned the lens in the last week)

>Shit, sorry bro, you can reroll if you burn 5 stability or 3.7 sanity.

>You will have to justify your worthlessness to the Mentor though.

>You're sure?

>OK, don't say I didn't warn you.

>Your weapon has jammed because you forgot to talk nicely to the AI that runs your boots.

>It'll take d7 rounds (and at least two successful intelligence checks) to clear the jam, or you can switch to your backup piece with a reaction test.

>You're clearing it? OK, roll it.

>So, that's the surprise round over, everyone roll initiative (while facing north-north-east and remembering the face of your first love)

Like I said. I'm not sure if I should be in awe or terrified.

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 No.423720

>Halo

skirmish based wargame with a focus on smaller battles, though with the option for increased points for army v army combat

maybe even allow for players to pick up weapons that were lying around, kek

>Final Fantasy

idk, maybe being able to create your own story or try to recreate one from the games. similar to the dark souls tabletop game with randomly generated monsters and boss battles

>Kingdom Come

Again, another wargame though I suppose you could just pick up a historical game

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 No.423808

>>423720

Final Fantasy is just every single SRS fantasy system that FEAR/Enterbrain ever released.

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 No.423956

>>423651

>>422608

I'm currently making this. I can post what I have if you like.

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 No.423960

File: c4a9eda1648b785⋯.pdf (77.94 KB,Eye Divine Cybermancy.pdf)

>>423651

>>422608

You know what, I need feedback on this so I'm just going to post it. Sage for double post.

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 No.424067

I dunno if it would work better as a quick play skirmish or board game, but I've been really nostalgic for the classic shooter, Blood. The Gothic Americana is something I'd love to see elsewhere.

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 No.424074

>>423960

Seems like a good WIP, nothing jumping out as a problem on the first read (would need to playtest it to say much more than that though, sorry). What sort of thing were you planning to add to it?

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 No.424140

>>424074

I tried to keep it true to the game where I could. There are a few deviations from the game that I felt were necessary. E.g. adding "personality" and "knowledge" skills for the sake of roleplaying, as well as reworking the PSI power system. I think I'll keep all the old systems as well as my new systems for people that want the PURE E.Y.E experience. The problem that I wanted to address was being able to give enemies the more interesting PSI powers without butchering the players.

As for what I'm planning to add:

>drugs and drug synthesis for looters

>research system

>weapon statistics, plus new weapons for looters and feds

>alternative progression systems (e.g. spending XP on research, cybernetics or PSI powers)

>mortal wounds table and karma system

Once all the mechanics are down I might add some fluff from the wikis, but not before I do some playtesting. I'll make a post in the gamefinder thread once it's ready.

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 No.424153

>>424140

>adding "personality" and "knowledge" skills

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 No.424154

File: f990c78bed1fb35⋯.gif (668.26 KB,640x360,16:9,[staring intensifies].gif)

>>424140

What is there that you can possibly know in EYE?

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 No.424155

>>424153

>>424154

They're completely optional anons, and alternatives are provided (in fact personality and knowedge skills are the alternative). You do talk to people in E.Y.E but it's resolved with dialogue choices in-game, which doesn't really work in a tabletop format. What's the problem with them anyway?

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 No.424157

>>424155

That's not an answer to my question. You can't know anything in EYE, it's all nonsense.

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 No.424158

>>424153

>>424140

>>424155

Fuck, that wasn't supposed to send. Let's try that again:

>adding "personality" and "knowledge" skills for the sake of roleplaying

You don't need to do that. Are you familiar with the game Diplomacy? If not: The entire game is based around social interaction. You lie, bluff, negotiate - and none of this is conducted with the roll of the dice. This is what actual role-playing is supposed to look like. You don't need any form of social skills to go about things.

You'll also be better off without having knowledge skills. The existence of these things has a tendency to all to often create situations where a character doesn't know something they should. It also takes you in the particularly annoying direction seen by that anon in another thread, where you get a dip-shit GM saying "Your character wouldn't know the price of goods". More than that, you're closing off the system of the game, and preventing the players from bringing in useful information by tying it to the character instead. Instead, if there's relevant information that a character should know based on the world, but your players don't, then you should just give that information over when it comes up.

Basically, anything that the players should be able to contribute - knowledge from high school physics, negotiation, etc. - should be handled by the players. You should be building your system information based on the things that your players probably can't do, like use psychic powers or wield weapons. Trying to make it into a part of the core system isn't create role-playing opportunities; it's limiting them.

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 No.424162

>>424158

The primary intention was for personality to be used when the outcome of a bluff, lie or negotiation attempt is doubtful, not to detract from roleplaying by replacing it with rolling, but since there's nothing in this game in the way of cybernetics or PSI powers that affect interpersonal skills, I can see why it wouldn't need a stat.

As for knowledge I can't disagree with that. Thanks for the feedback.

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 No.424166

>>424162

What you can do for the "doubtful" situations is just a quick dice check. The d6 is a good one in this case. So for example

>PC says something reasonable NPC should believe - no check, pass

>PC says something reasonable, but because of other circumstances the NPC has reason to disbelieve - 5+ on d6 to pass

>PC says some obvious horsecrap - no check, fail

About 90% of the time you shouldn't need a dice roll, but having something simple like that as a "well let's just see" can work. So having something along those lines - a "this is what to do when you're uncertain" principle, just to stick in the footnotes - can never hurt. It's just better to keep away from having a dedicated skill. It helps avoid things like "shit, Bob has the best Personality, let him do the talking" by keeping it all off the character sheet.

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 No.424249

File: 14a1c748f6a7e0b⋯.jpg (304.49 KB,840x900,14:15,1396765680957.jpg)

File: 4b995fb78a5f72a⋯.jpg (319.84 KB,1067x1600,1067:1600,1396767225868.jpg)

File: 6721e3adb205bc8⋯.png (721.47 KB,1790x1300,179:130,34d9643b246371da7f5f919b62….png)

Jet Set Radio (and Air Gear) are badly in need in some kind of RPG. There was VeloCITY, but I don't think that's been worked on in half a decade. There's some hurdles to overcome with the whole idea of conveying movement and momentum and style through narration and dice, but it's worth the struggle, if only to recapture the joy of being a bunch of rollerblading punks doing crazy tricks and tagging up the city while getting into turf wars.

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 No.424304

File: 8572f27438d5e7a⋯.jpg (405.71 KB,1024x623,1024:623,king-of-tokyo-board-and-di….jpg)

>>424249

Is there a system that adds d6s (or other dice) to convey speed? Would probably ape King of Tokyo mix of dice, tokens, and cards to pull off stunts. And more d6s/d10s could mean crazier stunts, but increase odds of failure. And maybe a modular city board, to build different environments.

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 No.424392

>>424249

Jet Set Radio was so reliant on its audio and its visual style that I don't think any tabletop RPG could properly emulate that feelings.

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 No.424400

>>424166

>player makes new mid-level character

>decides to go ALL IN on diplomacy and such

>puts so many points into social skills the character isn't much good at anything else

>super disappointed when his character isn't always succeeding at talking practically any intelligent being into anything

Simply calling them as you see fit, or even rolling it out isn't so simple when you and the players have very different ideas of what a high enough Diplomacy roll can reasonably do. Or even how the skill itself fundamentally works for that matter.

With that said, I'd prefer the skill didn't exist and diplomacy was about pure role playing as well, but the rest of my table does not see it that way at all. They like to have the option of rolling on everything a character can do, physically or mentally.

On a side note, it seems like having a character drastically lopsidedly invest in any single specialty is a recipe for trouble. If a player goes in hard enough on underwater basket weaving, they will expect it to dispel the curse on the local graveyard. And not in some elaborately indirect butterfly effect sort of way either.

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 No.424428

>>424400

>With that said, I'd prefer the skill didn't exist and diplomacy was about pure role playing as well, but the rest of my table does not see it that way at all.

I'm pretty strict on "my table, my rules" subject to food-based bribery for more or less meaningless things so I don't generally run into that issue. Though it helps that I prefer players otherwise new to table-top, so they're not tainted by bad practices. Which is related to another helpful thing, which is playing with people you actually like and hang out with outside of the game.

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 No.424454

File: 9fb41732e9cbaee⋯.jpg (387.77 KB,985x1200,197:240,1a00ba3516287ccf1cfb24430f….jpg)

>>424304

I can only assume that if I dig around long enough, that I could find some indie game or some PBTA game that claims to be inspired by JSR, or any of the generic systems, but I doubt any of them would really capture the right mechanical feel. Something purposefully designed to create a sense of momentum and flow to use alongside a story about rollerblading punks and funky music.

>>424392

Audio can be handled by having the GM doubling as your DJ, both a character and the typical narrator for the game. Visuals are a lot more difficult to simulate, but I don't think that's nearly as big of a concern as the need for a complex, intricately designed city map to use as the setting.

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 No.425845

Doom

Deus Ex

Resident Evil

City Of Heroes

Anachronox

Timesplitters

Devil May Cry

I'd really like to see new work on Thrash for the new Street Fighter, Tekken, KOF and Mortal Kombat games.

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 No.425846

>>424400

>With that said, I'd prefer the skill didn't exist and diplomacy was about pure role playing as well, but the rest of my table does not see it that way at all.

Depends. The skill might reflect the character's knowledge of, for example, the internal political or cultural workings of the society so he knows whom to talk to and knows who's worth knowing. Depending on the setting it might be too complicated to fully explain out of character, or the DM might be too preoccupied with other things to delve into politics that much - especially given that only one character dabbles in it. Here, the skill makes sense, but of course it doesn't, and shouldn't, work every time and encourage playerside neglect.

Other reasonable use of the skill might be bard stuff, so a player doesn't have to whip out the guitar himself and write a song, seduction checks so we're not forced to endure cheesy pickup lines, etc.

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 No.425855

>>425854

Well, I think a couple of the sites are still around, but all the sourcebooks are so old.

I'd really like to see expansions for Baki, Fist of the North Star, and maybe Alita.

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 No.425856

File: 610488117590e03⋯.jpg (456.51 KB,1920x1080,16:9,Crashed Skyranger.jpg)

I've always been a little tempted to homebrew a (New ) XCom 2 game using the FFG Star Wars game rules. Have the players be resistance fighters rather than actual X-Com operatives and replace choosing your species in character creation with backgrounds (so instead of being a Rodian or Trandoshan you can choose to be from one of the ADVENT cities or some part of the wilderness that the aliens hadn't bothered taming. I figure you could refluff the Force as psionic powers pretty easily.

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 No.425873

Everquest 1 & 2 content

DDO Content

Neverwinter Online Content

OSRS Content

Baldurs Gate DA 1&2 Content- Mostly 2, literally has a Lich with TWENTY FUCKING EIGHT PHYLACTERIES

Forgotten Realms: Demon Stone Content- namely the Ygorl update

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 No.425920

Honor Harrington or the RCN series, for good Napoleonic space war.

The Mongoliad.

Highlander.

The Dark Tower.

Asimov's Foundation series.

Orion's Arm

The Salvation War

Mortal Kombat

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 No.426040

File: 9305d3a5e462b39⋯.png (9.08 KB,489x276,163:92,1501576286_fsjal armless B….png)

>>423568

seconding this

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 No.426041

>>425920

>Honor Harrington or the RCN series, for good Napoleonic space war.

>Asimov's Foundation series.

etc

Could be statted into a setting for Traveller, Alternity etc.

If you want a light-ish mechanics for the strategical and economical matters, there's some in Rogue Trader (SP, PF, colony stats in Stars of Inequity) and in Stars Without Numbers (faction mechanics in core, fleet budgets in Skyward Steel, trade and some economics in Suns of Gold).

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 No.426069

>>422541

I like how you think

...though I do personally like the lore of the game

That said, I'm sure it could be made into some kind of high-octane action game with RPG elements, perhaps where you build up weapons using mod cards or something - similar to how the video game does it.

As for my own 2 cents: Factorio. As a kind of worker placement and ressource management game, focusing on 4X'ing the shit out of some kind of randomly generated map, or at least a map with randomly distributed resource, obstacle and alien hive nodes.

You'd have to collect materials, build stuff, connect them with rail and transport belts, upgrade mining, refining and production tech, all that kind of stuff - all the while fending off attacking aliens and whatnot

could work great for a multiplayer game that way too. some players holding down the fort, while others scramble to produce enough materials and research enough tech to get the end.

It could work a bit like Eldritch Horror in that respect... the constant looming threat of alien swarms attacking your factory making the game a race against time to build defences, but not so much that you waste your resources on defences intead of getting to the goal

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 No.426070

Highlander

Amber

Fist Of The North Star

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