nikolokolus
Arcane
- Joined
- May 8, 2013
- Messages
- 4,090
I've been considering building a campaign set in the world of Arcanum, but I'm wondering where to turn for a system that models some of the more interesting mechanics from the CRPG -- namely, the Magic vs. Technology divide.
Required Features:
Does anybody have any system suggestions? Any experience running an Arcanum game? Any interesting mechanical solutions for handling the inverse relationship between technological skills and magical ability? Has anybody ever tried to recreate the CRPG system that underpins Arcanum?
Required Features:
- Skill-based vs. class-based
- melee, unarmed, gunfighting, and magic should all be viable character choices (not necessarily equal)
- some way to mechanically model the tech-magic meter from the CRPG that doesn't suck, or become some major bookkeeping chore.
- The magic system doesn't have to match the CRPG, but there should be some sense of specialization or choice.
- No story-games bullshit. I'm an old grog set in my ways and I don't really like hand-wavy narrativist systems.
Does anybody have any system suggestions? Any experience running an Arcanum game? Any interesting mechanical solutions for handling the inverse relationship between technological skills and magical ability? Has anybody ever tried to recreate the CRPG system that underpins Arcanum?