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Hey /tg/, wanted to get your collective advice on something.
I've been running an Honor+Intrigue game for a while, and I like the system but its just not the right fit for the tone of the game thats being run. We're taking a good narrative opportunity in the game to bring in a couple new players anyway in a sort of soft reboot to onboard them, and I'm considering switching to a new system at the same time. But I'm not sure what the right system for it is.

I'm looking for a gunpowder fantasy system with more of a horror-leaning vibe, where most enemies will be normal people but there will occasionally be monsters that are a very dire threat. Honor+Intrigue was *almost* right, but the inherent swashbuckling nature of the system and the fact that this campaign doesn't really frame itself around 1v1 duels make it feel like fitting a square peg into a round hole half the time.

One of my players has suggested Savage Worlds, but I'm wondering what my other options might be. I'm trying to avoid Warhammer Fantasy stuff, even though I know it has guns, because I don't want to deal with all of the warhammer specific lore infesting the rules and character options.

Any ideas?
>>
A lot of the warhammer-isms of WFRP can be found in its magic, mutation tables, sanity effects and monsters. You can make an attempt at avoiding or downplaying them, but it's understandable that you may want look for something else first.
I guess there is Lamentations of the Flame Princess. 7th Se (pirate-themed)
I made a Bloodborne-homebrew, but it's an attempt at emulating the combat of the game, including its bestiary and gear, so it's probably not what you are looking for
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>>96614618
check out the colonial gothic rpg.
>The setting conceit is that it is the time of the American Revolution, but magic and monsters and demons and spirits are all real. three assumed "styles" of play are provided: High-Action (focusing on more mundane enemies), Occult & Mystery (which has supernatural elements, but on a smaller level) and Supernatural (which is a full on war against unnatural evil)
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>>96614728
> spoiler

I mean, I won't say no to that even if I don't use all of it! Half the reason I went with honor+ Intrigue in the first place was that I looked at the rules and said to myself "Gun parrying isn't a thing in this system... but it *could* be."

Not that the players ever actually used gun parrying in the game so far. They never needed to, H+I characters were just strong enough baseline that they didn't need additional defensive options most of the time. but I just think that gun parrying is the sickest shit and any game where thats possible is a game that is better for its inclusion.

>>96614773
Sounds promising. Thanks for the heads up!
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>>96614913
I don't get many chances to shill this anyway. It's still entirely based on the actual video game, with all the mechanics, monsters, weapons and stuff. And my own additions.
Parrying is certainly strong.
https://anonfile.co/J4UPAYWnDGObNOa/file
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>>96615305
I'll give this a look. Thanks, anon!
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>>96614618
For what it's worth, WFRP - while generally lethal - is puddle deep and requires houseruling to fix obvious exploits or boring monoplay. As another anon said, most of the setting gruft is in how magic works, in mutants, and in the flavor splats. Only some careers are very strictly Warhammer flavored.

It's easy to make monsters and NPCs for, I will say that. Shame H+I didn't work out for you, I've had an eye on posts about your game when it came up. I'm assuming the lethality optional rules from ToIO were insufficient.
>>
GURPS swashbucklers is grittier. Pick and choose your other splats to inject horror.
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>>96614618
>One of my players has suggested Savage Worlds
It's not bad for that if you use gritty damage rules and stuff. Sadly the game isn't the bargain it once was, with a 10 dollar rulebook, but it's still pretty cool.
There's always Call of Cthulhu.
Lamentations has some firearms rules if you want old-school D&D.
GURPS is never a terrible option IMHO.
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>>96615930
>Shame H+I didn't work out for you, I've had an eye on posts about your game when it came up. I'm assuming the lethality optional rules from ToIO were insufficient

Honestly, didn't even get to really try most of them yet. I think that if we were going to stick with H+I in the long run I could make this work, but since this opportunity to change systems more or less dropped into our lap it just makes sense to try and find something else.
I enjoy Honor+Intrigue as a game and I'd still highly recommend it to other people, its just a poor fit for what I, personally, am trying to do. And that's not the system's fault.
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>>96616040
Just pirate SW if you're getting that. it isn't some indie game.
>>
>>96614773
I haven't finished reading through all of the system, but so far I like what I am seeing in Colonial Gothic. Since this thread already exists, might as well use it to ask: do you have any specific advice regarding this system? Common pitfalls, things to keep in mind, etc?
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>>96619270
my personal experience (albeit small) is with second edition. as you can see it shares a lot of common dna with Honor and Intrigue.
We homebrewed the degrees of success to count for skills and not only combat rolls allowing for dramatic successes if got at least 2 degrees of success aka beat the test by at least 12 and at least a couple of other minutia but the system is solid.
Only thing i ll say is beware that large amount of enemies, especially if they are highly trained. They are very deadly in combat compared to Honor and Intrigue whose pawns might get to do some damage but they are mostly fodder to go through.
Also,the monster creation is very cool as per our DM and has decent rules for you to do so.
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>>96619793
I'll chime in too that if OP does check out WFRP 2e, trash mobs are HUGELY deadly, worse than ostensibly dire monsters.
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>>96619793
I appear to be stuck looking for something else. Colonial Gothic seemed like a decent fit, but I ran it by the players and one of them had a visceral reaction against the system. He says that he doesn't like game systems with long skill lists anymore, and regrets the loss of the interesting combat actions that H+I provides and warns that combat will just turn into people dumping damage into each other in the most boring way possible, "the most interesting things we can do inside of this system is to do things that go outside of it".

Which leaves me looking for... I honestly don't know what anymore. Honor+intrigue *does* have good combat mechanics, but thats what made it noteworthy. We are not going to find another system that does that same bit. And even if we could, one could argue that the very combat options that make Honor+Intrigue good are why it didn't gel with the game that we're trying to run.
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>>96627140
anon, you can try savage worlds but i think he will have the same issues. Honor and intrigue has a singular focus on combat on a very lightweight system, i really dont know of any counterparts that arent skill based games
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>>96627140
Try the improved difficulty mechanics, I guess. Worth pointing our that the 'g8ve monsters multiple turns' one is elegant and effective.
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>>96628183
The H+I guy has a discord and he does keep an eye on it. So if you're looking for ways to make the system fit a specific feeling of game better, he might have some insight. His circus and clowns, after all.

I know there's supposed to be a bestiary covering multiple genres coming out some time in the future.
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>>96614618
>Gunpowder Fantasy
"Industrialized Fantasy"
"Laser beam Fantasy"
"Robot Fantasy"
"Magicless Fantasy"
>>
>>96634470
>Industrialized Fantasy
Final Fantasy
>Laser beam Fantasy
Star Wars
>Robot Fantasy
Wall-e
>Magicless Fantasy
Arent some Studio Ghibli movies like this?



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