Instead of D&D and MtG, why not have more modern settings?
To the people that think it is boring, think action movies like Mission Impossible or Die Hard or Speed,
Instead of D&D and MtG, why not have more modern settings?
To the people that think it is boring, think action movies like Mission Impossible or Die Hard or Speed,
Some of my games are set in modern-esque times.
guns ruin ttrpgs
There used to be systems for that sort of thing. Spycraft and such.
I've run the following campaigns in Spycraft 2.0
>a heist campaign based on the vibe of Baby Driver
>a cartoon villainy campaign where the party were all henchmen for a knock-off Cobra organization
tons of fun.
unfortunately, Spycraft is ruined by its 400 pages of questionably-optional rules and bizarre card games. the world is 100% ready for an 80s action movie TTRPG that isn't terrible
I feel like spy-type campaigns would have a lot of fun. There'd be some action sequences, but there's a lot more room for navigating social functions with a lot of tension as well, and you have a lot of leeway to set scenarios in interesting and exotic locales.
But you never really hear much about espionage tabletop campaigns.
I'm currently working on a modern urban setting that takes places in a (even more) dystopian Mexico city
There's sorcery elements on it sure, the city itself is kinda mysterious and grimm at times (cannibals and giant rats at the subway tunnels, the legend of an asian CD merchant that carried a sword and could float, witches, catholic miracles and so on)
The magic elements are just to spice things up similar to low fantasy or sword and sorcery use it
Think more Sicario film or Netflix's Narcos with some episodes that happen to be focus on magic but most of the time is political intrigue or street level criminal stuff
I don't think magic is the issue maybe you are just over saturated of media that use it the same way all the time
HYTNPDND [/spoiled]
Sounds fun anon, you are making it system agnostic or is it attached to a system? If it is, what system?
2d20 since it's my favorite system and kinda works better for more "cinematic" narrative (That's how Modiphius promotes it and I kinda agree)
also because I'm really fricking moronic to understand GURPS
I'm using Conan as a basis but in terms of combat I'm just copying Fallout cuz it's easier to keep track of and its quicker
There are many modern settings and games for playing in them. Some have magic, some have monsters, some have superheroes, some have cybernetics. There is a great deal of choice available once you leave the realm of D&D. What do you want to play?
I don't like contemporary settings because current means of transportation, communications, weapons, drones, etc, etc, all kind of make it exponentially harder on the GM to make a more or less reasonable and contained game. It's alright for more relaxed games I guess.
In a medieval setting, if your players are somewhere on the map they will probably not move very far from it for the next session or two, they are not going to do X and then Y right away, etc. It's easier to plan everything, there is no "why can't I just hop on my space ship, destroy the bandits lair and then hyperdrive it up to sector gamma and kill the BBG? oh and then we are going to planet Hoth".
I don't like contemporary or more advanced settings**
has this actually happened in one of your games, or is it just something you're worried about?
I've run a lot of contemporary and scifi campaigns; players aren't any more likely to drop the plot and leave in those games than they are in others. Usually getting off a planet / planning a journey is worthy of a session in itself.
Yes it has happened a number of times in our Star Wars games. Granted, it was partially my fault because I didn't expect things would move as fast as they did in the session, but my players are also a bunch of little adhd monkeys that won't stop coming up with novel ways of doing things or new ideas of what they want to do. Good thing I'm used to it and can generally improvise, but I still think there are way too many possibilities and the GM has to try too hard to put the story on rails so he can prepare a bit.
Yes. The most success I had in my Star Wars campaign was when they went to a war thorn planet that had being bombarded with nukes and toxines, so they had to move around from cover to cover in the forms of vaults, bases and ruins amidst sandstorms and many other dangers, with bad comms and much more limited possibilities. It was easier to establish different factions and npcs there too. We played a bunch of sessions and it was a blast.
You can run stories where travel is difficult or unnecessary, like during times of war or a local murder-mystery. Communication can be a problem, but I don't think it's as much of one as people think it is. Being able to call someone to tell them something doesn't automatically make anything happen; people still need to carry out an action to act on that information.
>transportation, communications
Lightning storm happens. Oppsss.. planes can't fly and phones are out.
call of cthulhu?
for a certain definition of modern anyways, the 1920s are a long time ago but still "modern" in the sense it takes place in modernity and that things like cars, trains, electricity were common place
or anywhere between the 90s and today for delta green
7 of my 9 campaign ideas are actually modern or near future scifi.
wdym "have"? you can make whatever setting you want. I don't care what games you run.
Delta Green?
This is the lowest effort and most downright moronic post I've seen on this board