Kelenas
Experienced.
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As the thread title kinda hints, I'm looking for RPG systems with (good) rules or mechanics for some specific areas that - in my experience, at least - are generally not covered all that well, if at all, in more popular systems/settings like DnD.
The first would be crafting/item design systems. Or, perhaps more generally, design and creation systems in general.
I know that DnD for example has some crafting rules, but those rules are generally along the lines of "if your character fulfills X requirements and pays Y resources, they can produce specific item Z, as statted out in the rulebooks", and IIRC a fair number of other systems are similar.
I'm looking more for something that allows more flexibility for players (and GMs) to design their own stuff, with the rules providing a framework that tells the players (and GM) what is and isn't possible, and what sort of resources, requirements, time, etc. the resulting item/spell/vehicle/whatever might require.
Bonus points if the mechanics are more generic and setting-independent, and focused on what the item/ability/whatever does, rather than necessarily as much on the how.
The second would be mechanics that cover the (inter)actions of larger-scale organizations and entities (ie, guilds, gangs, fiefdoms, companies, cults, etc), particularly with (N)PCs in positions of authority or relevance, and how their actions or inactions might influence things, and what sorts of benefits the (N)PCs might gain from it, or vice-versa.
In somewhat broader terms, this should cover things like the damage that (N)PCs could inflict upon such an organization/entity with their actions (for example, superheroes taking out one of the bases of the evil organization). Or, on the opposite spectrum, the benefits an organization might gain from the (N)PC's actions (for example, thieves working to establish a new smuggling route for their guild).
Another aspect should be the benefits (N)PCs might gain from organizations they're associated with, such as the evil priest drawing on his cult to provide him with sacrifices, research materials, etc that might make his efforts to oppose the hero (N)PCs more effective.
And, ideally, some sort of rules for when organizations might interact or come into conflict without the involvement of notable player or non-player characters.
I don't really recall any game system that does this at all, but I figure it's worth asking.
The first would be crafting/item design systems. Or, perhaps more generally, design and creation systems in general.
I know that DnD for example has some crafting rules, but those rules are generally along the lines of "if your character fulfills X requirements and pays Y resources, they can produce specific item Z, as statted out in the rulebooks", and IIRC a fair number of other systems are similar.
I'm looking more for something that allows more flexibility for players (and GMs) to design their own stuff, with the rules providing a framework that tells the players (and GM) what is and isn't possible, and what sort of resources, requirements, time, etc. the resulting item/spell/vehicle/whatever might require.
Bonus points if the mechanics are more generic and setting-independent, and focused on what the item/ability/whatever does, rather than necessarily as much on the how.
The second would be mechanics that cover the (inter)actions of larger-scale organizations and entities (ie, guilds, gangs, fiefdoms, companies, cults, etc), particularly with (N)PCs in positions of authority or relevance, and how their actions or inactions might influence things, and what sorts of benefits the (N)PCs might gain from it, or vice-versa.
In somewhat broader terms, this should cover things like the damage that (N)PCs could inflict upon such an organization/entity with their actions (for example, superheroes taking out one of the bases of the evil organization). Or, on the opposite spectrum, the benefits an organization might gain from the (N)PC's actions (for example, thieves working to establish a new smuggling route for their guild).
Another aspect should be the benefits (N)PCs might gain from organizations they're associated with, such as the evil priest drawing on his cult to provide him with sacrifices, research materials, etc that might make his efforts to oppose the hero (N)PCs more effective.
And, ideally, some sort of rules for when organizations might interact or come into conflict without the involvement of notable player or non-player characters.
I don't really recall any game system that does this at all, but I figure it's worth asking.