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GTA RPG rules?

Posted by steelsmiter
steelsmiter
member, 1396 posts
GURPS, BESM, Fate, Indies
NO FREEFORM!
Fri 22 May 2015
at 20:14
  • msg #1

GTA RPG rules?

So I recently got the pricedown font and-in a fit of inspiration-decided to write about 19 pages or so on tabletop version. How much interest is there in developing such a set of rules beyond what I've started out at?
Sleepy
member, 272 posts
Sat 23 May 2015
at 04:12
  • [deleted]
  • msg #2

Re: GTA RPG rules?

This message was deleted by a moderator, as it was off-topic, at 11:51, Sun 24 May 2015.
steelsmiter
member, 1397 posts
Sun 24 May 2015
at 09:59
  • [deleted]
  • msg #3

Re: GTA RPG rules?

This message was deleted by a moderator, as it was off-topic, at 11:53, Sun 24 May 2015.
steelsmiter
member, 1398 posts
GURPS, BESM, Fate, Indies
NO FREEFORM! NO d20!
Tue 26 May 2015
at 02:19
  • msg #4

Re: GTA RPG rules?

Right. Sorry about that. So for clarity sake, pre-existing systems are a no-go.
This message was last edited by the user at 02:23, Tue 26 May 2015.
Jacob Bowden
member, 31 posts
Tue 26 May 2015
at 18:28
  • msg #5

Re: GTA RPG rules?

Sounds awesome!
steelsmiter
member, 1399 posts
GURPS, BESM, Fate, Indies
NO FREEFORM! NO d20!
Tue 26 May 2015
at 19:34
  • msg #6

Re: GTA RPG rules?

Oh I like to think it is. Just so we're clear, anyone who provides a contribution that gets used in the final rulebook gets a credit on page 1. Oh and I've written 3 pages since this thread went up.
Mustard Tiger
member, 843 posts
Tue 26 May 2015
at 19:35
  • msg #7

Re: GTA RPG rules?

How do your rules set it apart from existing systems (like Fate, Savage Worlds or GURPS) that could already run a GTA-style game?
steelsmiter
member, 1400 posts
GURPS, BESM, Fate, Indies
NO FREEFORM! NO d20!
Tue 26 May 2015
at 19:37
  • msg #8

Re: GTA RPG rules?

Mustard Tiger:
How do your rules set it apart from existing systems (like Fate, Savage Worlds or GURPS) that could already run a GTA-style game?

At the moment, I'm able to explain it to you in 22 pages and counting. Maybe. I'm not prepared or willing to do so at any lesser level.
Covenant
member, 57 posts
Joy is in the
ears that hear
Tue 26 May 2015
at 20:33
  • msg #9

Re: GTA RPG rules?

I have a feeling I'm going to look silly for not catching the actual acronym, but by GTA do you mean Grand Theft Auto?
steelsmiter
member, 1401 posts
GURPS, BESM, Fate, Indies
NO FREEFORM! NO d20!
Tue 26 May 2015
at 22:01
  • msg #10

Re: GTA RPG rules?

Covenant:
I have a feeling I'm going to look silly for not catching the actual acronym, but by GTA do you mean Grand Theft Auto?

Sounds like you're not looking silly at all, and you've caught the actual acronym :D. At the moment, I've drawn inspiration from the fact that all the literature on the wikia regarding HD verse games has referred to percentages. I don't like working with linear resolution, so I'm using dice pools and target numbers. I don't expect to be changing that any time soon. And as implied by message 4 in this thread, talk about pre-existing systems is off topic.
steelsmiter
member, 1404 posts
Sat 30 May 2015
at 18:41
  • [deleted]
  • msg #11

Re: GTA RPG rules?

This message was deleted by a moderator, as it was a bump, at 18:59, Sat 30 May 2015.
steelsmiter
member, 1407 posts
GURPS, BESM, Fate, Indies
NO FREEFORM! NO d20!
Sun 7 Jun 2015
at 07:43
  • msg #12

Re: GTA RPG rules?

I'm up to 35 pages, including some sample characters that have appeared at various points in previous GTA games, and a stub of a setting based in the GTA equivalent of Chicago. My interest in this isn't likely to die before I do, so if anyone still cares, I'm still chugging along.

Been working on real estate, and the tedium of coverting weapons from the gtawiki over to the system.
This message was last edited by the user at 07:46, Sun 07 June 2015.
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