Archived from groups: rec.games.frp.misc (
More info?)
System is a complex thing, because I can guarantee you've never heard of it.
The system, called Artistry, is totally skill based with no levels, classes,
or combat rounds. (It uses free-form init) The system is extremely flexible
and just about every weapon you can name (with the exception of things from
Stargate and Andromeda) is represented on the list of weapons.
The system is designed to create heroic level characters as starting
characters, what old AD&D players would think of as 5-7 level characters,
and the magic system is capable of very powerful effects, especially if the
mage is willing to risk backlash if they flub a roll.
For weapons combat, there are two systems. The more advanced system requires
a custom Excel spreadsheet to get results, while the more basic system uses
rolemaster combat charts.
Since it was designed as a wide open system, there has always been a
provision for high tech weapons alongside thrown rocks and clubs.
Free form init really adds a different dimension to combat, as it takes
into account the weapon, any maneuvers, and the fighter's speed to
determine when they attack, and this results in varied attack times for each
combatant and a high reliance on the fighter's speed to determine who
attacks when. It's also fairly simple, to make things play fast.
A very cool system.
"Peter Meilinger" <mellnger@bu.edu> wrote in message
news:d7v1is$dj4$1@news3.bu.edu...
> Rick Massey <seafox@gypsyheir.con> wrote:
>>Anyone had any luck with crossover games, especially where you have both
>>high tech and also magic?
>
>>I'm thinking about running such a system at some point in the future, and
>>I'd like to see what has and hasn't worked for others before I take the
>>plunge.
>
> The first and most obvious thing to come to mind is to not let
> either overshadow the other. It'd be perfectly okay if magic
> was better than tech at some things and tech was better than
> magic at others. That's the kind of flavor that players like,
> and it gives them an incentive to use both tech and magic in
> the party. Neither should be overall more powerful than the other,
> though, and if your game has as much combat as most RPGs than
> they should definitely be just about equal for combat purposes.
>
> That can be easier said than done, though. It depends on
> the game. In a game like GURPS, for example, magic can be
> powerful and versatile, but guns are almost always going
> to be a better choice in combat, for two reasons. First,
> they just do more damage than most magic spells. Second,
> magical abilities have to be purchased individually with
> character points. Gun skills have to be purchased with
> points, as well, but the guns themselves just cost money.
> I first ran into this problem in a superheroes game, not
> a fantasy one, where my Punisher-style vigilante easily
> matched the other characters in terms of damage output
> and could also afford all sorts of useful skills that
> they couldn't.
>
> That's not to say GURPS magic is useless in a game
> with guns or other high tech. There are lots of spells
> that are more subtle and even some specific ones that
> will ruin a gun-god's day. And the bad guys can't
> take your magic spells away from you when they capture
> you, to name another advantage. Overall, though, guns
> are a must-have for combat if they're available. Magic
> is a nice-to-have.
>
> I'm not sure what the best way to guard against that
> sort of thing in another game would be. I think the
> first step would be to really think about what each
> piece of magic or tech you're making available can
> do. Even something like cellphones or flashlights
> can be extremely useful, and everyone's likely to
> want them and other bits of tech we take for granted.
> And that's fine, of course, as long as it doesn't
> leave the poor magic guys out of luck having spent
> their points on communication and illumination spells.
> Of course, those spells are likely to be very useful
> in areas where the flashlights and cellphones don't
> work for whatever reason. That might not be enough
> to make them attractive options for the magic types,
> though.
>
> I think one good way to balance tech vs. magic would
> be to look at both and make sure they each have their
> own niche where they're definitely superior. Magical
> healing, for example, is extremely useful and likely
> to be better than high tech healing until you get
> past even the Star Trek level of technology. Nobody
> likes to be just the party healer, but that niche
> protection can make magic a viable choice as long
> as it can also compete in other ways.
>
> Tech, on the other hand, doesn't have to be so
> protected, in my opinion. In any game where magic
> is an option, not everyone is going to take it.
> Those who don't - and even those who do, if possible -
> are going to want to use any number of the tech toys
> you make available. If anyone can use tech, it will
> definitely get used even if it's inferior to magic
> in some ways. I think the biggest challenge with the
> tech will be to make sure it doesn't overshadow magic,
> especially in combat as I said above. You should
> also give tech its own superior niche or niches,
> to make it a viable specialty for character who
> like to play gadgeteers and scientists, but I
> wouldn't worry too much about it. Tech will sell
> itself, while magic might (stress the might) need
> some help.
>
> It occurs to me that this would possibly be easier
> if I knew what game system you're using.
>
> Pete