Tri Tac Gamer's Forums

TRI TAC DIY => Homebrew Design & Conversions => Topic started by: wasahbe on January 11, 2019, 07:40:16 PM

Title: Open Gaming License
Post by: wasahbe on January 11, 2019, 07:40:16 PM
A friend of mine is getting back into DMing after years of gaffiation.  He is looking for a system that has an integrated magic system, core mechanic that is consistent, scales well, and is not overweighted with exceptions that have to be memorized -- like a billion Feats and ginormous spell lists.

I have a gazillion game PDFs from back when I was doing research for a modern Tri Tac system, so we have been comparing notes.  I added that I had settled on Fate/Fudge back in 2012 (got 50 pages in on the Tri Tac version before my mom got sick and pulled me away from gaming), but hadn't looked at the new stuff for a while, and would be interested if there was anything open source that was more appropriate for Tri Tac. 

I added the criteria that it should be good for more than a pick-up game at a con and shouldn't lock down player options to specific class roles.  Richard and I have both run campaigns that lasted for years and Richard wrote for  non-specialized "everyman" characters.

Any suggestions?  Hardware Hinterland 2nd Edition is almost finished and we'll be deciding on our next project soon.
Title: Re: Open Gaming License
Post by: ORtrail on January 17, 2019, 12:09:30 AM
The Mythic D6 system is fairly new, but with roots in the old D6 system.  It is intended for more heroic type characters, but was intended to be a multi-genre RPG.  Consider any super powers as magic instead and you are good to go.

My other thought would be some version of a D100 system.  You get competent characters right from the start, but with rare exceptions most won't ever become powerful enough to battle old dragons.  A free starter version of the Basic Role Playing book can be found here:

The BRP book is not really supported with the focus Chaosium has on Call of Cthulhu and Runequest, but there is a ton of material and conversion between similar D100 systems is usually painless.  OpenQuest is a simplified D100 system that is also worth a look. 

As I mentioned in another thread, I'll be running a Fringeworthy game next month at a nearby con, using a tweaked version of the River of Heaven RPG (which was built on OpenQuest).  I'll be shocked if the players have any issues understanding the game system and can't focus on enjoying the alternate portal exploration.
Title: Re: Open Gaming License
Post by: wasahbe on January 18, 2019, 06:45:05 AM
Thanks.  Looking into them!
Title: Re: Open Gaming License
Post by: wasahbe on June 24, 2019, 09:05:15 AM
OK.  Hardwired Hinterland has been out for a month.  Time to get to work on this.

We decided to stick with d100 for our update of the Tri Tac classic system.  Richard preferred it, TT players are used to it.

OpenQuest and Revolution d100 are easiest to license.  Which would you prefer of these two?

If neither, is BRP or Mythras (or something else you like) *really* enough better for us to jump through the extra hoops needed to satisfy Chaosium or The Design Mechanism? 
Title: Re: Open Gaming License
Post by: ORtrail on June 24, 2019, 12:02:06 PM
I don't own a version of the Revolution d100 system, so I can't really comment on that in detail.  The OpenQuest system is closer to a bare bones version of d100, which is not a bad thing.  Start simple and add more detail as desired. 

Almost any version of a d100 system would work though, so it comes down to the other issues, like getting a license. 

The two players I had for my Fringeworthy game at RadCon had NEVER played a Chaosium/Basic Role Playing/d100 game.  They had zero issues understanding percentage chances.  The system gets out of the way and you focus on the adventure instead. 

Title: Re: Open Gaming License
Post by: BigJackBrass on June 26, 2019, 01:14:39 AM
I can't see any great advantage to going for BRP or Mythras, to be honest: Mythras is more complicated and BRP as a separate entity seems to be stagnant and not have the name recognition you might expect. OpenQuest seems like the more logical choice.

One thing I would strongly suggest considering is to drastically slim down the skill lists. Fewer, broader skills is clearly the more popular option in modern games and I can't imagine that the traditional Tri Tac approach of scores of briefly described skills winning many converts these days.

I do hope you'll keep the optional super-simple systems for quick kills etc, which I always found to be very handy and an overlooked feature of the games.
Title: Re: Open Gaming License
Post by: wasahbe on June 26, 2019, 01:28:26 AM
Yeah, skills will be severely pruned back.  Hit location charts will go.

I do want to keep Richard's division of Agility for acrobatics and Dexterity for fingersmithing.

Any other requests?

Title: Re: Open Gaming License
Post by: ORtrail on June 26, 2019, 02:27:46 AM
Throwing around some ideas here:

Often there is a more heroic option for building characters.  Hit points for example are often an average of SIZ (size) and CON (constitution).  You could make the characters tougher by making hit points CON +1pt per SIZ point over 12 and WIL (willpower) over 13. 

The damage bonus is another area where I'd consider making changes.  It goes from 0 damage bonus up to adding 1D4, then to 1D6, then to 2D6, then 3D6, and so on.  Seems like a big leap when it might be 1 pt of strength separating no damage bonus from an extra 1D4, let along another 1D6 bonus. 

A more gradual progression of (in effect) adding 1D2 would be interesting to see, and you include that damage into one dice roll where possible.  For example; A sword at 1D8 damage goes up to a 1D10 if the character is strong and/or big enough for one step damage bonus.  The next step would be 1D12 (or 2D6 if you want which is even better), then 1D8+1D6, then 2D8, etc.

On the subject of weapons?  I'm more about broad strokes there.  Light Melee 1D6 (daggers, small clubs) Medium Melee 1D8 (broadsword, axe, spear) and then Heavy Melee 1D10 (great sword, two handed axe or spear).  You could group energy pistols/rifles into similar groups, maybe with a bonus of +1/+2 damage for good measure.

Random armor value is an extra combat step, but fun when you don't use hit locations but want some variety versus the certainty that chain mail will absorb 4pts of damage each and every time.  A 1D6 roll would add a lot of drama.