I think the only way I would play TMNT now is with Savage Worlds. I grew up with the Paladium game but the only fun we ever got out of it was making characters. The rest was all a blur of confusion. Those rules were as clear as lead-lined concrete.
I think the thing that got us with the Paladium rules were the contradictions. There are a few places where the rules contradict themselves in that rulebook. Otherwise, the game was awesome.
Random idea for high-lethality D&D campaigns: Character death unlocks new classes and races. Maybe useful in “special snowflake” campaigns where no one reads your carefully crafted setting material. Instead you roll it out piecemeal as PCs bite the dust. “I really want to play a saurian warlock…sure, I’ll take a drink of that mystery potion.” Someone probably thought of this before.
Hey, I'm using Jeff and Brendan's 20 questions to help me get a feel for my upcoming Perdition campaign. Never done it before. Highly recommended. http://jrients.blogspot.com/2011/04/twenty-quick-questions-for-your.html http://www.necropraxis.com/2012/02/24/20-quick-questions-rules/
I think the only way I would play TMNT now is with Savage Worlds. I grew up with the Paladium game but the only fun we ever got out of it was making characters. The rest was all a blur of confusion. Those rules were as clear as lead-lined concrete.
ReplyDeleteThese are for miniatures skirmish, but the Rifts kickstarter has me thinking TMNT would be fun that way too.
ReplyDeleteBut rereading the original Palladium rules, they're not terrible. As long as you don't add in vehicles or anything.
I think the thing that got us with the Paladium rules were the contradictions. There are a few places where the rules contradict themselves in that rulebook. Otherwise, the game was awesome.
ReplyDeleteSavage Rifts got me thinking TMNT too.