Hard SciFi RPGs made fun and easy
2008-07-24 18:17:22
What do you guys think are the RPGs that are best at simulating
real world physics; combat, injury, healing, and other physical
aspects to role-playing? Comments on setting or character depth are
a whole other topic for a different discussion. Please mention what
aspects you think a particular game is best at as well as its weak
areas. There are no right or wrong answers everyone has their own
opinion; I just think it would be interesting to hear some of these
opinions.
Matt, PhD_Evil
The gamer that runs this site
2008-07-25 01:24:53
I'm going to go with "Anything besides TWERPS", in which characters have exactly one
stat that's used for everything.
GAMEMASTER AND PLAYER ELITE
2008-07-25 01:36:54
Rolemaster
Hero system could be part of the list, but it uses more super
heroic physics.
GURPS. Check profile for more info.
2008-07-27 23:32:09
GURPS. It even has calculations for picking up and throwing
objects by comparing your strength and the object's weight.
Forty-something Method Actor / Storyteller
2008-07-28 05:58:33
HarnMaster tops my list, but GURPS is a close
second. RuneQuest is also fairly realistic.
EdmundB - Cthulhu saves ... again!
2008-08-10 03:03:43
Four games for four different reasons.
AfterMath - for weapon & explosive creation and mechanics
(you can design and implement any type of firearm, bbl length,
etc). Surprisingly easy, too.
MorrowProject - for body damage (first game I ever had a
character die from bleed out).
GURPS - general mechanics can be very detailed and every book
brings mod's to adjust the game to the specific genre.
Call of Cthulhu - for insanity rules that make sense. No more:
"Dragon, I ain't scared a no dragon!"
"People are easily amused by quotes."
2008-08-21 05:53:34
The Riddle of Steel has ARMA's logo on the front cover. That's
got to be worth something, as far as melee combat goes.
GAMEMASTER AND PLAYER ELITE
2008-08-23 03:27:52
Check out " In dark Alleys" I'm not sure if it has the best
realistic combat system- but its pretty good.
many genres & systems
2008-08-29 05:14:27
Aftermath came to mind first, but I'd also agree with the
mention of The Morrow Project as far as combat mechanics go.
Show me indie goodness
2008-08-29 20:49:13
Cyberpunk 2020's firearms rules were a very good simulation.
They were modelled on FBI statistics for urban firefights.
As well as damage from bullets, you also had to make "shock
saves" when wounded. So a bullet that barely grazed you could still
take you out of action through shock and trauma.
Hi! We're currently playtesting Beyond Human!
2008-09-03 02:50:01
Hero system could be part of the list, but it uses more super
heroic physics.
The Calculus RPG isn't realistic enough?? WTH?
— Hail to the Burger King, Baby! Ook! Ook! -Anastas
Gunslinging Grail Quester
2008-09-08 17:41:30
Wasn't Phoenix Command supposed to have some of the most
detailed realistic combat ever?
Aftermath was pretty good, but overly complex and hopelessly
outdated now. I imagine the same is probably true of Morrow
Project. Cyberpunk 2020 is pretty good, but I wouldn't say that
neural electronics, skinweaves, or nanites are particularly
realistic... Well, having them in 12 years, anyway ;-)
I second "Riddle of Steel" Brutal combat.
Show me indie goodness
2008-09-13 09:33:17
This isn't a slight on Phd. Evil, just an observation.
Have you noticed that when people ask for realistic RPGs they
generally only want the realism to apply to the combat rules? (And
sometimes the hacking rules too)
You never hear anyone say "These sailing rules don't address the
effect of rain on the rigging" or "There aren't enough different
types of lathes in this equipment list" or even "The climbing rules
don't differentiate between Mountain climbing and Rock
climbing!"
GAMEMASTER AND PLAYER ELITE
2008-09-13 16:13:46
Very true.
Shadowrun and Rolemaster are the only two systems that i have
run into that do this (rolemaster does it a bit more). Shadowrun
tries to keep it simple somewhat, but the increase of the target
number is much the same as Rolemaster's method.