Top Secret/S.I.
Hmmm, how would this game compare to something like Star Frontiers?
By which I mean. How easy is it to run compared to SF? How does combat feel? Does it get bogged down or rather samey with the same options always being the 'best' ones? Or is it easy for a GM to encourage players to mix it up and handle situations in a different manner? How about the rules for vehicle based combat?
What I'm looking for is a system that I can use for both modern style games as well as future based games. So far I've been leaning towards White Star by Barrel Rider Games due mostly to its simplicity, its' based on Swords and Wizardry WhiteBox, as well as elements which would allow me to add in Star Wars style action, or leave them out for something more akin to Star Trek or Babylon 5.
However, after reading a bit about Top Secret, and rediscovering Star Frontiers, I'm reassessing my interest level in a percentile based modern/future game. Here are some ideas on what I am looking for.
Deadly combat. I want a system where opening fire with all weapons before bothering to examine the terrain is not the best option. I want that goon with an ak47, or a laser-carbinerMK12, to be scary, instead of merely cannon fodder. I want players to be looking out for cover at all times, and trying to only fight when the odds are in their favor, because if they don't their characters will be toast.
Light rules to cover social situations, but still having them covered. I don't want to have a player make a diplomat and then call themselves useless because they can't see their options. I'm pretty comfortable with adjudicating most diplomacy based stuff. So combat is a larger concern.
Vehicle based rules that cover what happens in combat. These don't have to be complicated affairs. The faster running the better, but I'd like enough meat that I can extrapolate some of them into combat between starships, or ocean going vessels, or tanks without writing a whole new system. My main comparison here is d20 Modern, and my recent reading of Star Frontiers. How do Top Secret's vehicle rules stack up or compare?
Bonus: Guidelines for creating my own vehicles, or modifying equipment. I have a significant collection of equipment guides, especially weapons, for Modern style games. I also enjoy doing research on real world weapon systems. I'd love to have guidelines to help me tinker with weapons and make modifications to represent different variants without breaking the system or giving any one players, or bad guy, an unfair advantage.
Here are a few other thoughts about Top Secret.
-How well would the rules translate to running games set in the WWI or WWII eras? Anyone tried this and willing to share stories?
-How would TS handle a game set in an alternate timeline? Think Fallout, or Metro 2033 or something similar? Any experiences with this people could share? problems that were found and overcome?
-Any really good modules that you'd recommend? Something with a great Sean Connery's James Bond kind of flair?
-Anyone ever used TS for a Men in Black style game, or Stargate?
-What's the kind of Top Secret game you've always wanted to play?
This message was last edited by the user at 05:33, Sun 01 Nov 2015.