>The GM wants to run your favorite non-tg setting as a game.
OR
>The GM wants to run something SIMILAR to your favorite setting, but slightly different to accommodate their own input or the system they picked.
>The GM wants to run your favorite non-tg setting as a game.
OR
>The GM wants to run something SIMILAR to your favorite setting, but slightly different to accommodate their own input or the system they picked.
I am not allowed to prefer things. I am only allowed to call things shit.
This is, of course, a given. Which would you call shit first, however? And will you be making this decision based on a preference, or alphabetically?
Thanks for the hearty fricking chuckle.
What would a Ninjago game look like?
they had that it was like beyblades
I DLd the rules. It's really weird. I'm not even sure how you would simulate this. I guess d6, 1, 2, 3 are normal, 4 is skull, 5 is heart, 6 is reroll. And there's no real way to backwards engineer the characters for custom creation. Stats range from 28 to 31, skills range from 130 to 150. Elements don't seem to REALLY matter either, beyond flavor. It's really not that good an RPG.
Minis would be easy to get.
LEGO has to have DnD sets. If not, they're probably easy to make, dirt-cheap compared to "authentic" shit
Ninjago sets came with a built-in RPG. Few years back. They had a spinner for a die.
Honestly this reminds me of Heroica. I always wanted to have all the sets, but being a poorgay never could buy more than one. And now they're extremely expensive even second hand. Wish there was a way to play them online.
You can play through all the Fortaan missions if you download a flash collection with it in. Can’t remember the name of it, I’m afraid, but they had a bunch of old Lego stuff.
And yes, the Ninjago game was basically Heroica but more complex.
Lol, I created the entire heroica line in LDD (including some custom stuff) and played a massive game where enemies kept respawning. Pretty fun.
>Minis would be easy to get.
At least Ninjago is now a Lego Evergreen Theme...
>LEGO has to have DnD sets.
...And probably your best bet for Fantasy Melee characters if Lego isn't doing something Castle related this season.
>Honestly this reminds me of Heroica. I always wanted to have all the sets, but being a poorgay never could buy more than one. And now they're extremely expensive even second hand. Wish there was a way to play them online.
I mean there's Lego Digital Designer, but that's been supplanted by Bricklink's Stud.i.o.
But speaking of Bricklink, it would be the cheapest way to at least acquire the parts necessary for physical Heroica.
I got at least a couple of the buildable Die pieces for Brikwars.
>Lego Digital Designer
>Bricklink's Stud
Oh these are just designers. No I meant a proper way to play them online. Or any other Lego board game. A few are on TTS but not Heroica. I'd honestly pay for digital version of these.
>playing with children's toys as an adult
Embarrassing.
It is better to be cringe than to cringe.
last time I brought adult toys to the table people were not on board
Not as embarrassing as deriding other people for having joy in their lives to pretend that you're "mature" when in reality you're immature underage b&.
with children's toys as an adult
>Embarrassing.
...Where do you think you are?
He thinks he's on /misc/ where everyone copes with the fact their obsession with politics by trying to make everyone around them as miserable as they are.
What a sad life that must be...
NOW TO FILL THE VOID WITH PLASTIC CRACK!
The only people who say this are teenagers trying to be cool and adults who never got out of their teenager phase. Either way, you have to be 18 to post here.
>The GM wants to run something SIMILAR to your favorite setting, but slightly different to accommodate their own input or the system they picked.
I suspect I'm in the minority, but this 100%. Fine-tuning it to the situation, getting a unique perspective on the same ideas, not feeling bound to pre-conceptions while not getting frustrated with divergences, there's basically no downside. It feels more personal and unique, too. I would basically never pick the first one if given the choice.
https://mailanka.blogspot.com/2016/01/psi-wars-dont-convert-create.html talks about it though it goes into some GURPS-specific stuff.
That's a neat link, actually. At least till the gurps stuff. But it makes some points.
Yeah, Similar is probably going to be the way to go, especially if it's a game whose mechanics specifically play to whatever genre it is.
This only makes sense if you're publishing it, IMO. Otherwise, I want to leverage a wiki. And have my players able to refer to that wiki when designing characters. (Or an exhaustive setting encyclopedia).
If I'm making it up then I want to go off and do something weird, I don't want to make an original knockoff of star wars.
OP was asking from the player perspective, so I wasn't really thinking about the relative level of effort for the GM when I said 'no downside'. That said, I don't think it really just applies to published stuff. While I wouldn't want to b***h to the GM about it, I could pretty easily see myself getting frustrated with tone or lore flubs in a setting I'm really invested in that I wouldn't consider flubs in a ersatz version of the same setting.
>If I'm making it up then I want to go off and do something weird, I don't want to make an original knockoff of star wars.
Fair, but that's not the question OP was asking.
Fair points.
As a player, I'd only want them running a setting if they're pretty intimately familiar with it. It would need to be something we both have a significant shared interest in.
I still don't think I would want to play in a bootleg knockoff of the thing I like. Just give me an original setting that shares the genre if you don't know the setting well enough to not flub it.
My answers are similar from the player side. Off you can't run the setting "right", and you decide to go the knockoff approach, I'll be disappointed it's a knockoff.
By necessity it has to be Similar to the thing you like otherwise you get bogged down in lore/canon of that setting.
GM runs my favorite non-TG setting as a game BUT the choices of the party can alter the events from canon.
Love me some elsworld stories.
Neither.
I honestly don't care about settings. I just want a regular, stable schedule and the assurance that nope, we won't be playing WFRP
>assurance that nope, we won't be playing WFRP
Well, now that's just bad taste
I want a setting that a few sessions in reveals itself to have been bel-air all along.
>The GM wants to run your favorite non-/tg/ setting as a game.
This would be ideal, but also impossible, without some memory-copying or transference device, so he (or she) would know exactly how to run it.
I like when things are similar, but not exactly the same. Instead of the Avengers give me a team of Defenders with like an Admiral Pacific instead of Captain America, but I don't want it to be a parody either, I like it when the setting is played straight.
Admiral Pacific is unironically a cool-as-frick name.
Honestly depends on the GM, but I would say option B.
analogues inspired by IPs are always better than playing within a certain IP, in my opinion. playing in official IP settings invites way too much "um, ACKSHULLY" bullshit from people who know more about the property than the GM or the other players. playing in a setting INSPIRED BY certain properties allow you to capture the same feelings while avoiding any bullshit baggage outside of the game
>playing in official IP settings invites way too much "um, ACKSHULLY" bullshit from people who know more about the property than the GM or the other players
That's more a player problem than a problem with playing in an official IP really. Trust me, if he's the kind of guy to UM AKSHUALLY people about a setting you do NOT want him at the table because he's probably a massive rules lawyer homosexual who makes builds instead of characters and dicks around on his phone whenever fights aren't happening.
>>The GM wants to run something SIMILAR to your favorite setting, but slightly different to accommodate their own input or the system they picked.
This one, every time
If you try to run the exact thing someone's going to end up being stupid about canon and how your character "shouldn't do that" because of something random that happened in the source material
Even when it comes to tg settings it's best to establish that you are being flexible with regards to wider "canon" so nobody shows up and tells you Daddy Gygax would've had that character killed because of Mordenkainen's Left Bollock and the Curse Of Poison Sperm or some fricking bullshit
Forgot the second half of my post like an idiot
Additionally, most settings have some aspects that are not suitable for every story
If you're playing in something without X element, then you're running that setting as similar but with allowances for ease of play
Same thing as adding an element or temporarily/easing off an element so your players don't piss off the main faction or whatever
I think there's several levels of this.
>Playing the setting, I'll use Star Trek as an example.
You're playing a fan fiction, basically.
>Playing a knock-off of the setting
Like having a "Stellar Trot" game where the Confederation of Planets was founded by humans and highly-rational Tulcans, is constantly clashing with the warrior Vlingon Empire, has a DMZ between it and the duplicitous Cromulans, and orders its troops not to contact primitive races in accord with the "Primary Command". Almost everything is the same but with names changed and some inconsistencies ironed out.
>Playing an inspired setting
The GM makes their own setting about a relatively near-future alliance of Earth and several alien species fields a space navy that values peace and sometimes tries to pretend it's not a military. Ships are multi-hundred crew affairs and space combat involves diverting power between subsystems. The alliance Earth is a part of is near-utopian, and most conflict in the setting comes from it meeting hostile external cultures, but diplomacy is highly valued. 3d Printer/nanotech fabricators can make most basic items, handling most scarcity issues (but requiring raw material). Most of the rest is stuff the GM came up with.
>Playing a spiritually similar setting
The GM makes their own setting about an optimistic future where people explore the galaxy one star system at a time. At this point I think we're outside the scope of OP's question.
>Playing a setting in the same genre
The GM makes a space adventure setting that could range from optimistic transhumanist stuff to grimdark military space opera.
Spiritually similar or inspired are the peak for me, particularly if the GM asks you what you like/dislike about the setting and builds theirs around that but at that point you're basically asking the GM to custom craft the setting to your tastes. I don't see much benefit to playing the actual setting when the knock-off works just as well, though.