CountDorku
Official Tesladyne Employee TM
from toiling in the Space Mines
Since: Jan, 2001
Relationship Status: Who needs love when you have waffles?
#2: Nov 15th 2020 at 12:41:43 PM
I've run a few things in it, although not so many as I'd like; a couple of campaigns ended up fizzling out. The one that went best was probably Star Wars.
I also once put together rules for using it for Transformers.
You are dazzled by my array of very legal documents.
Mara999
International Man of Mystery
from Grim Up North
Since: Sep, 2020
Relationship Status: Crazy Cat Lady
#3: Nov 16th 2020 at 6:09:03 AM
That makes a lot of sense, as the player character are by default at a superhuman level compared to all regular people.
Total posts: 3
The FATE-system by Evil Hat has been my go-to rules system for all the campaigns I've GM'd, because it is such a versatile system and easy to adapt to almost any genre. It also helps that there is very little counting involved, as there are only four Fudge/FATE dice, each with a plus, minus or blank on them. For me this is good, because I'm very slow at counting in my head and I like to make my games seem cinematic. It is a very simple and straight-forward system, but also malleable and the books encourage people to go crazy with the rules and just do anything they can think of.
Using the rulebook for pulp-adventure game Spirit of the Century I've GM'd a few long-running campaigns, as well as some one-shot adventures, in the following genres:
-Steampunk spy adventure
-1970's superhero adventure
-1980's superhero adventure
-Sword & Sorcery
-Space Opera
-Paranormal Investigation
Anybody else tried this system and gone crazy with it?
Edited by Mara999 on Nov 15th 2020 at 9:41:40 PM