Gangwars

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GangWars

Summary

Why create a system for a setting that has so many similarities to cyberpunk and shadowrun? There are enough settings and rulesystems out there, right?

Well, I don't like mental and social attributes because they aren't necessary in an rpg system. Some folks tend to argue that "they can't be played out well" but that's no issue - you don't play out the strength of your character, do you? Also, why use other attributes but the physical one - everything else should be roleplayed anyway. I'm seperating skills and attributes completely!

The rule system will be d20 based, stressing skills and eliminating the need for social and mental attributes. The magic system will also be skill-based. There will be traits / perks effecting skills and attributes. Traits will also be used to gain access to certain skills (such as magic).

There will be no "mana" or something similar. There will be cyberware, but no cyberwarfare (no hacking into a matrix) as that portion of the game has been extremely boring in my experience. Hacking will be just a skillset like any other.

Oh yeah, there will be skill sets. So "magic" is a skillset including spells and rituals. There will be various approaches to magic- that portion of the game, as well as the cyberware system, will be quite extensive once I get the rules balanced out.

Background of the Setting so far is well developed. I'm currently fighting with the rule system. It's fighting back, this sunuvab- anyway. More to follow...

Now off you go to the Gangwars:Main_Page