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> Advise needed for WWII campaign with d20 Modern, And based on a BESM idea, God help me.
JongWK
post Sep 7 2003, 10:52 PM
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Thank you all! I'll be updating as soon as possible.

So far, I have:

-A British spy. Probably a charismatic hero. I get flashbacks of SAS and 007.
-A wannabe martial artist. Seems she was raised in the British colony of Hong Kong, or is half-Asian. Strong hero type, certainly.

No clue as to what will the others choose. Oh, there won't be any magic. I'm going the full tech way, with psionics as a secret weapon (danke, SubRosa... can I give your mail to my players if they hate me? ;) )
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SubRosa
post Sep 8 2003, 12:53 AM
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QUOTE (JongWK)
I'm going the full tech way, with psionics as a secret weapon (danke, SubRosa... can I give your mail to my players if they hate me? ;) )

Yes go right on ahead! :P
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SubRosa
post Sep 8 2003, 12:55 AM
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So do you expect the characters will be basically spies? Or some form of commando/reconniasance team? Spies would seem an ideal format for an rpg in a WWII setting.

I must say, this idea sounds very exciting. Have you seen the game Godlike? It is supers in a World War II setting. Very intriguing. The timeline they give for the war is very cool. Espeically Baba Yaga's Hut, which is roaming around Russian wiping out entire German and Russian divisions!
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lodestar
post Sep 8 2003, 01:16 AM
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To give more variety to the party you might think about placing the adventure just before the outbreak of the second world war in the mid thirties. It would also give the plot twist on how the PCs could possibly stop the war. Was Hitler under the control of aliens? Secret nazi-alien bases in the antarctic?Weather stations in Greenland really alien signal beacons? Would it be possible to stop the pact of iron? If events occured before the war PCs might also be less inclined to try and shoot their way out of everything. Just food for thought.
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Senor 187
post Sep 8 2003, 01:24 AM
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Maybe the pact of iron is an attempt to get Russian UFO tech (maybe from the Tunguska blast)?
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JongWK
post Sep 29 2003, 02:45 PM
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I've been dedicating some of my spare time to the campaign, essentially discussing with players about their characters... AND rules system. Especially rules system.

Now, I'm on a crossroad. I have to choose between two systems:

a) A hybrid between d20 Modern and some Spycraft (Wound and Vitality points, mainly), with some stuff from the Polyhedron magazine (Pulp Heroes mini RPG).

Or...

b) ...Shadowrun, without magic and cyberware (ok, there *might* be something down the line).

Needless to say, being such a rabid SR fan, I'm attracted to SR3:

1) Besides being a better system, I have the books that I'd need to run it (BBB, SR Comp, CC, Critters, some M&M & MitS... no, I don't have Rigger 3 yet).
2) It could be a good way to introduce the SR system to some of them (moving them away from d20... hey! I'm actually doing a good deed! ;))

However, now I have some new questions:

-If I use SR rules, odds are I'll be GMing with the SR Companion. 120 building points may be too much considering that they only have to spend them in Attributes, Skills and Edges & Flaws. What would you reccomend?

-Does Rigger 3 (or R3 Revised) have anything close to WW2 vehicles? (or at least, can I create them using the rules?)

-Gear: I can use WW2 weapons with SR equivalents (i.e, a WW2 9mmgun would do the damage of a Heavy Pistol: 9M, etc). What about protective gear? I don't kevlar had been invented in the 40s...

-Magic: While I don't want magic in this campaign, suppose I want them to deal with some occult menace at some point (stealing a Necronomicon or the Spear of Destiny from the SS). Do you think I should keep things "mundane" or give them an extra punch in those cases?

-Critters: Why, they are obviously Nazi experiments!

-Technology: No cyberware. However, an "übermen projekt" could be possible (bioware? primitive cyberware?).

-What about electronics?

-Setting: The idea of beginning ina pre-War scenario is... interesting (having the entire party run for their lives when France collapses, yum yum... :evil: ). They'll definitely be spies working for the Allies (seems like it will be the British Intelligence, though I barely know there are a MI5 and MI6-something departments).

Anything else I should take into consideration if I use the SR rules?

Thanks! :)
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JongWK
post Sep 29 2003, 02:47 PM
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Also, suppose I want to have some aliens. What could possibly be their SR-equivalent? (Magically active guys with mind manipulation and detection "spells"? Bugs?)
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Siege
post Sep 29 2003, 02:54 PM
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On this thread, Pinnacle Entertainment does a "Weird Wars" with this idea in mind.

http://www.peginc.com/OurGames/index.htm#

-Siege
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FlakJacket
post Sep 29 2003, 03:14 PM
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QUOTE (JongWK)

It's 194X: Certainly after Itally becomes a battleground but I'm not sure about France, did Normandy happen or is it still a secret plan?

Sicily was invaded in July of 1943 as a jumping off point into Italy, which happened in September. D-Day kicked off in May 1944 with Rome falling a month later in June in Italy.

QUOTE
From the KGB's Paranormal Division to Hoover's FBI agents trying to figure out if that card is an ace or a six or the US Army looking for a Captain America). The Nazi owuld have the illithids and their thralls. Maybe they also use Puppeteers?

AFAIK, the forerunner of the KGB was called the NKVD at the time. Smersh was also active and often had more power than the NKVD.

QUOTE
A British spy. Probably a charismatic hero. I get flashbacks of SAS and 007.

Well the SAS was still just driving around the desert shooting up airfields back then so you'd probbaly have better luck with either a Commando or SOE background for him.
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Adam
post Sep 29 2003, 03:49 PM
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QUOTE (JongWK @ Sep 29 2003, 09:45 AM)
Now, I'm on a crossroad. I have to choose between two systems:

a) A hybrid between d20 Modern and some Spycraft (Wound and Vitality points, mainly), with some stuff from the Polyhedron magazine (Pulp Heroes mini RPG).

Or...

b) ...Shadowrun, without magic and cyberware (ok, there *might* be something down the line).

Have you thought about using White Wolf's Adventure!? It's a dice pool system, so it has some similarities to SR, but it's designed for pulp-action play, unlike SR.
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TinkerGnome
post Sep 29 2003, 04:35 PM
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I'll second the recommendation for Adventure. It'd certainly take a lot less adaptation than SR or d20.
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JongWK
post Sep 29 2003, 05:13 PM
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Adventure? Sure, which one of you is buying it for me?

It's not like I wouldn't like to give Adventure a try (or Godlike, or... well, you get the idea), but there is this little problem called money, so I'm using what I have: d20 or Shadowrun.
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Adam
post Sep 29 2003, 05:40 PM
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I'd go with d20, then. :)
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The_Sarge
post Sep 29 2003, 05:41 PM
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I'd dito Adam.

The SR system just seems pretty... Tailored to SR and it's world.
d20 is more customizable. Ig you have Spycraft, that's a plus.
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JongWK
post Oct 15 2003, 06:27 PM
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Well, it is definitely d20 Modern, perhaps using vitality rules from Spycraft and the Pulp Heroes game (Dungeon Magazine).

I've been told we should add another die to damage if usinn vitality rules with d20 Modern, is that true?
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Finbar
post Oct 24 2003, 07:45 AM
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I didnt see any sign of anyone mentioning it, but there is a WWII d20 game called "Wierd War II" not bad, rules for Guns and such and some nice classes and prestige classes.

Just an idea
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Fresno Bob
post Oct 25 2003, 03:21 AM
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I think there's a dungeon magazine that has WW2 D20 in it. I can't give you the exact number right now, but its something to look for.
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