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File: 58e4ea895324853⋯.jpg (313.37 KB,2456x1289,2456:1289,DiceHP.jpg)

 No.424554

Want to see if we can come together to make a system for the inevitability that every rpg company becomes pozzed.

We can start by making it a generic system that could reasonably work for fantasy, sci-fi, or other genres. We will call it G.E.R.P.S (Generic, Eight-chan, Role, Playing, System.)

>Why not in homebrew thread

Good question. Figured it would be more appropriate as its own thread as this would be a collaborative project rather than someone posting their campaign or house-rules.

>Why not G.U.R.P.S?

Also a good question. Tell you what if we just end up making GURPS, I'll owe you a coke. I'm mainly interested in seeing what we can come up with.

First place I think we could start would be the dice-engine and stats.

____________________________
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 No.424555

File: 2b3457f6b8940d0⋯.png (105.6 KB,214x202,107:101,Conan.PNG)

>we can start

>we will call

>we just end up

>we can come up with

>we could start

Sure is a lot of "we" talk, while the OP sits around throwing out half-baked vague ideas, without doing any actual work.

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 No.424556

>>424555

Don't come crying to me just cause you cant think of anything. Let me help you:

3d6 roll low: Basically gurps but the benefits are that you get a nice bell curve and an even average of about 10.5 on the roll. If 10 is the basic level for success then youll roll the number or less half the time. Downside is we end up going back to "Well why not just play gurps."

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 No.424559

File: 8efbaac1cf27b2e⋯.jpeg (218.78 KB,1024x1989,1024:1989,Varying levels of despair.jpeg)

>>424556

>Hey guys, write a system for me, while I do nothing

>No

>Why can't you think of anything? Let me help you, here's a mechanic I ripped out straight from an existing system, that should get you started

You're not getting it, are you?

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 No.424560

>>424556

Another system we could use. Roll a 1d10 and have a base success score of 6. Youll roll a 6 or higher on a 1d10 50% and unlike 3d6 the distribution will be more even. The question is then do we want bell curve or even rolls and why?

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 No.424561

>>424559

>>424560

Why are you here?

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 No.424563

>>424555

>>424559

Don't you understand the blood, tears and sweat the OP spent? You should feel lucky you were imparted these completely unique gems of wisdom. How dare you squander his gift?

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 No.424565

File: 128aebba24083b0⋯.jpg (80.16 KB,500x740,25:37,b40ac3e1b07544db08f6aa7d0c….jpg)

Look anon, I'm going to let you in on a secret: Game design is not started about the mechanics, it's started about the objective. When the first thing you come up with is a name and a mechanical core, you are doing something terribly wrong.

In the broadest possible terms, a role-playing game is a codified system for the same make-believe we (or at least most of us, God help you) practiced as children. This makes the game open to outside interference - knowledge brought to the table by the players or game-masters, interaction between characters, and most importantly (in original role-playing games) an encouragement to make adjustments through the course of play. These are superimposed upon a core system, which is used to resolve - to give D&D as an example, this core was a derivation of the Chainmail war-game, which was the closest match thanks to its fantasy theme and Arneson's own connections to Gygax. The interface between the external components and the core system, which constantly trade information, results in a game which is meant to evolve over time.

The meaning here is this: You need to first figure out what does your game intend to accomplish. The core in original D&D was a game to emulate stories by Howard, Leiber, and others. You could also imagine other genres as well. Your genre might even be realistic simulation that can be grafted to almost any genre but it's going to suck. At the moment you want a "generic system" but that says little - do you want it to be cinematic, or gritty? genre mish-mash, or split up? Then you need to figure out the actual game structure, in order to best match that.

Now besides that, the entire thing is pointless, because game companies don't mean jack shit. Companies can't police you from running a game, no matter how hard they'd like to try. There's a lot of good open-source games out there. Ultimately, this exercise also feels like it's primarily armchair-driven game design, meant to look at numbers and mechanics, rather than what you should be doing - observing games in practice, determining what it is you don't like, and then making the adjustments from there.

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 No.424569

>>424565

Agree with this anon. This thread is pointless. You should have started with a concept and by contributing your ideas so other anons can bounce off of them.

>>424561

The second guy is here to point out how dumb "your" idea is. We could suggest basic die mechanics for eons and never get anywhere because we don't even know what we're supposed to be making.

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 No.424572

>>424569

Apparantly no one here reads or knows what heneric means. the concept is supposed to be a system that can reasonably cover multiple genres which apparantly is something gurps and savage worlds can accomplish but you retards cant wrap your heads around.

At least we can agree that this was an exercise in pointlessness.

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 No.424574

File: b1a88986e601f4a⋯.jpg (33.8 KB,300x562,150:281,I'm out.jpg)

>>424572

Yes, everyone on /tg/ doesn't understand the concept of the generic system, and you're just a misunderstood genius, too smart for his time.

Come back when you have something more concrete than just a name and a general idea.

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 No.424584

>>424572

Just delete your thread, you stupid asshole.

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 No.424587

File: 14a869bb9908bcf⋯.png (2.28 MB,1417x700,1417:700,ClipboardImage.png)

Okay, here's an idea... The core mechanic involves measuring players' dicks against one-another for success. This should keep the girls out of our hobby. There is a limited opportunity window by which players are allowed to work up any chub, with the duration depending on the nature of the challenge. In the case of monsters and environmental challenges, household objects may be used as an alternative to the GM's dick so as to mix up the challenge. Players level up by releasing ejaculate into a measuring-cup and consuming it. Any players caught stealing another player's experience fluid are deemed faggots and eliminated from the game.

I currently think P.E.N.I.S. would be a good name for the system. It doesn't stand for anything.

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 No.424588

>>424587

This gives an unfair advantage to gays or degenerates who can get it up over under observation by other men, completely unbalanced.

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 No.424590

>>424587

Phallic

Entertainment

Newest

International

Standard

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 No.424596

File: d8ff63241b2fe61⋯.jpg (154.33 KB,1006x750,503:375,65458467_p0_master1200.jpg)

>>424556

>faggot is off by one

fuck off faggot

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 No.424621

File: fb2064973376458⋯.jpg (636.36 KB,900x1170,10:13,b957d09cc4d597c6d9853cddd0….jpg)

>>424554

There's a lesson to learn here, OP: When someone questions why your thread exists or rejects your idea outright, the proper course of action is to either re-examine the idea, reinforce the intent or purpose of the thread, or delete. Nothing is ever gained from turning into a pissy whiner who tries to personally argue with every person who is simply pointing out that you have done a poor job or creating a thread that sells itself to other users. It only encourages us to bully you harder.

So, how about we skim past a few of the obvious problems and jump straight to the meat of things.

>Want to see if we can come together to make a system for the inevitability that every rpg company becomes pozzed.

This is already a silly premise, but whatever.

>We can start by making it a generic system

There's problems with this which we'll get to in a moment.

>Figured it would be more appropriate as its own thread... rather than someone posting their campaign or house-rules.

That's not what the homebrew thread is for. "Homebrew" is not just original settings or rule tweaks. It encompasses all things from designing a game from the ground up to modifying existing games.

>Tell you what if we just end up making GURPS, I'll owe you a coke. I'm mainly interested in seeing what we can come up with.

As others have pointed out, making a generic system is a problem because there's already a lot of really powerful contenders, even some that style themselves as being generic within a specific theme, like OVA or BESM being "generic" for anime themed games. There's also FATE, FUDGE, Risus, Genesys, Tri-stat, Savage Worlds, and without trying very hard, The HERO System and Mutants and Masterminds can be stripped down to fit a wide variety of game types.

So, right off the bat, the idea to create a generic system to replace all other systems in the event of some kind of Apozcalyptic scenario is already foolish. Wanting to throw out all the existing work and material that will remain viable and available regardless of what might happen to other games in the future is a terrible mistake that many amateur game designers stumble into. If there's already a game that does everything you need it to, but only requires minor tweaks to get the kind of game you want out of it, then modify that game, instead of starting from scratch and investing a baffling amount of time into a fool's errand. It's better to ask what it is you dislike or want in a system than to throw all other games out and say "let's just make something NEW." as if that is a complete agenda on its own.

And if, after reading all of that, you're still not entirely dissuaded from the idea, even after all the negativity..

>First place I think we could start would be the dice-engine and stats.

This is not the first step. Not exactly. The first step is figuring out what you want the game to do. Are you aiming for narrative focus or crunchy wargamey combat? Big numbers with tons of dice or simplicity and soft, squishy math where the GM can just fudge things along at a whim? Do you want something more traditional where the GM is law and the players are along for the ride, or something more collaborative where control of the game is more shared? If you want every setting to be possible, how thoroughly do you want to delineate the difference between a fantasy fireball and a sci-fi laser gun? Or a low fantasy sword and a realistic modern day firearm?

There's so many things to consider before you even begin to decide what kind of dice are going to be rolled or what you're going to call Strength and Dexterity and so on, just so it doesn't sound like D&D.

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 No.424640

Looks like im.sticking with GURPS

Thanks for nothing guys.

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 No.424641

File: 48821da5862c29a⋯.png (268.96 KB,1200x1500,4:5,FATAL 37.png)

>>424554

>Want to see if we can come together to make a system for the inevitability that every rpg company becomes pozzed.

The pozzing of these RPGs have more to do with the fluff/settings than it is with crunch/rules, unless you feel that a PC's sex/ethnicity should incur certain penalties/benefits.

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 No.424643

>>424641

Well if you insist on playing a tranny then ill have to give you a penalty on charisma.

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 No.424644

File: 488342de02d75ee⋯.png (51.94 KB,471x417,157:139,GURPS4p21.png)

>>424643

Sure, but shouldn't it depend on how well I can "pass"?

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 No.424645

>>424644

Theres transexuals, some of whom can pass, and then theres the "shave my balls, bigot!" Trannies.

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 No.424646

>>424644

Not sure how FATAL categorizes charisma, but based on any other system, I'd say they'd suffer a charisma hit, purely because I've yet to deal with one that wasn't insufferable from a personality standpoint. This is before they start talking about their political beliefs, mind you.

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 No.424651

File: 56d9deb47129ad1⋯.jpg (440.98 KB,1200x1714,600:857,1399681942934.jpg)

File: 64b1c377dee06e9⋯.png (1.7 MB,712x1440,89:180,purest.png)

>>424644

It bugs me GURPS doesn't have an option to play as a cute tomboy that girls crave but men are meh on. Not very universal if you can't make a basic anime cliche without house rules.

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 No.424827

File: 54a978c3ed81378⋯.png (96.33 KB,462x485,462:485,jew.png)

I think there should be an in-depth gore and torture system and mechanics that encourage you to commit atrocities toward your fellow players, be they friend or foe

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 No.424829

>>424827

See this is what I was looking for.

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 No.424837

I shall create the initiative system.

Whenever a player wishes to speak a word, he may, provided no other players wish to speak a word. If another player also wishes to speak a word, each player must roll a d6. High roll gets to speak first, a tie means the players have a formal debate over who should get to speak first (covered in the debate mechanics).

If three players wish to speak a word at once, then increase the die one step to a d6.1 (covered in the die mechanics) and roll off. As before, high roll goes first, a tie means a debate for first place, and so forth. However in this instance it must be a debate tournament. The first bracket consists of each player debating the other two. Those with the most loses fall into the "losers" bracket, and must debate for their right to face the "winner".

Once it is decided who gets to speak the first word, he may do so. Then each player speaks a single word in initiative order. Once the first round is complete, record each word, and each player who wishes to speak another word that follows the initial word must roll initiative again.

Do this until at least one player constructs a complete sentence. Then, if that sentence can be construed as an "action" (covered in the action chapter), he may perform (see: performance) the action.

This system rewards players that can convey their intended actions in the fewest words possible.

Also, someone needs to make the debate, die, and action mechanics.

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 No.424839

>>424827

>>424829

You're looking for Poison'd.

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 No.424845

>>424641

>Wisdom: Drive -2%

I'd say more like 20%

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 No.425045

>having nothing presented

What do you expect?

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 No.425786

Endless Modifier System (EMS) the GM rolls D% to determine the difficulty of the task, then multiplies it by .5 up to 5x determined by the impossibility of the task with .5 being easy and 5x being nearly impossible.

Characters on the other hand roll 1d20 and multiiply by their endless skill modifiers. The characters skills can be either as broad or as defined as the player can think of, but only applicable skills can be used to increase the multiplier, but any applicable skills get used.

For example, say the character is shooting a pistol and the GM rolled a 70 (x2) on the opponents duck and cover roll. The character would need to beat a 140 in order to hit their opponent.

Say the character has 2 points in pistols, 1 point in short distance shooting, 1 point in custom weapons, 1 point in combat finesse, 2 points in firearms, and 1 point in behavior prediction that the GM rules all apply. The character would make their d20 roll and multiply it by 8. If the roll is greater than the 140 needed to hit their opponent, they succeed.

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 No.425790

I've always been partial to 5d4 for otherwise-standard DnD char stats.

The occasional 20? Fine! because the system really loves 12. Maybe more than it should...

But if baked in a 'generic' system, then: should you forego a point-buy system, you must roll in front of an audience, and there are no re-rolls. Not even for the whole set of six.

A pair of fives, a six, an eight and a thirteen!

PLAY IT

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 No.425827

File: 5b935db985722d4⋯.jpg (26.66 KB,545x433,545:433,1566126672164.jpg)

I actually started one of these by mashing different systems together, with optional systems for things like weapon creation for the DM, but ultimately it turns out using a 3-type physical damage system (pierce, crush and slash) is a little unwieldy for true tabletop. Should it be run through R20 or something similar, it might be run easier but at that point, it becomes a videogame with a DM.

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 No.425852

I like 3d6 for stats, and critical success and failure rules.

I don't think we should reinvent the wheel, we should just try to make a really good wheel.

Like, pick the rules that make for the smoothest gameplay, mechanics that solve problems instead of becoming them. Like being the anti-FATAL.

An idea I had is that we could have two sets of rules and either use one at a time or switch between them at the GM's digression. A set of simple, fast rules, like a basic set, then a more crunchy simulationist set for when things get complicated.

And what genre expansions should we have? I was thinking:

Fantasy/historical

Space/SF

Cyberpunk

Action/Military/Crime

Horror/Occult/Urban fantasy

Post-apocalyptic

Superhero

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 No.425862

>>425852

OP fucked off nearly half a year ago without even committing to an idea. Saying we should make smooth mechanics and supplements for all the genres when there's no core idea to work with is silly at best.

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 No.425875

>>425862

At my best, I'm pretty fucking silly.

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 No.425887

>>424554

> make a system for the inevitability that every rpg company becomes pozzed.

And let's aim for minimum of paraphernalia, to play in a concentration camp.

> We will call it G.E.R.P.S (Generic, Eight-chan, Role, Playing, System.)

A better idea: change the first word to "Homebrew" ;}

>>425790

> 5d4 for otherwise-standard DnD char stats.

> The occasional 20? Fine! because the system really loves 12. Maybe more than it should...

(5+20)/2=? And what is numeracy?

>>425852

> we could have two sets of rules and either use one at a time or switch between them at the GM's digression. A set of simple, fast rules, like a basic set, then a more crunchy simulationist set for when things get complicated.

Yup, architecture-wise GURPS was designed perfectly.

But then, anything that lives to "more splatbooks!" stage is not far from this.

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 No.426083

File: d238c35ed9ae21c⋯.png (120.61 KB,1548x1468,387:367,BE_yourself_pepe.png)

>>424590

Penis

Enriched

Numeric

Imbalance

System

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 No.426084

>>426083

Dungeon Exploration Role Playing System?

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 No.426097

>>426083

>>426084

I like these

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 No.426204

what a bunch of miserable fucks

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