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 Post subject: Metroid
PostPosted: Fri Nov 06, 2015 6:03 pm 
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Hello everyone;

First off, I'm new here. I found these boards through a series of links while trying to find message boards dedicated to Star Wars D20/D20 Modern. I was surprised to see that Wizards took down their forums page. Being new here I'm hoping this is the correct forum for this topic, if not I apologize in advance. Now, onto the matter at hand:

For a few years now I've had the idea for a pen & paper rpg based off of the Metroid setting kicking around in the back of my head. I always knew I'd want to use the D20 system because to me it's one of the most versatile systems, it's easy to pick up, and easy to learn for the the casual gamer. Plus there is just so much information out there from the Open Gaming License days that there's a wealth of pre-made material to plunder from!

My first question does anyone know of any one doing a game in this setting? If so, I'd like to check it out and see what they came up with. I'm picturing it would definitely be a space opera setting not unlike Star Wars, and would have a sort of "Space Dungeons & Dragons" feel to it (I mean c'mon, LOOK at Ridley!). Psionics would take place of magical powers/the Force, with an emphasis on clairvoyant power and bio-manipulation explaining the shamanistic qualities of some of the race of the setting like the Chozo and Luminoth.

Like most D20 settings it would have the base classes like Solider, Technician, and Drifter. As well as having prestige classes such as the Genesplicer, Cyberdoc, Federation Marine, and of course Bounty Hunters and Space Hunters.

Hit me with some input, and if anyone has done this.

Thanks!


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 Post subject: Re: Metroid
PostPosted: Sat Nov 07, 2015 1:36 am 
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Nice to see you around, Jack!

To my knowledge, no one has done a Metroid system yet. I know of several sci-fi RPGs, like Stars Without Number, Savage Worlds, and the 40k RPGs, but none in the Metroid setting. I'm interested to see what you come up with.

The d20 system is actually a pretty good fit for Metroid because of the way that character advancement is codified in the series. Unlike, for example, d20 Modern, it actually makes sense to have scaling level progression and more abilities unlocked as you progress. It's an intriguing take on your standard space opera.

I don't know a lot about Metroid, having only played Super Metroid and some of the older GBA titles, but I'm happy to help however I can.

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YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: First Classes
PostPosted: Thu Nov 12, 2015 6:55 pm 
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Here's a look at some of the first classes I have for the setting. The Soldier, granted, is a bit generic, but every game has to have one like him. Also, I'm aware that the Drifter is a bit under-powered. These were three classes that I put together using the D&D 3E Player's Handbook and the Revised Star Wars RPG rule book. Not all of the abilities are original, but I thought why make something up when it's already been done?

Metroid First Classes


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 Post subject: Re: Metroid
PostPosted: Fri Nov 13, 2015 2:17 am 
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When I think "Metroid RPG," I think of super soldiers in alien suits shooting energy beams. The classes you've written up don't really provide that, which is disappointing. It feels more like a generic sci-fi setting than Metroid to me. I'd expect you to include classes like "super soldier," "space pirate," and "alien monster." Things like transforming into a ball or being able to unlock sealed doors would be more appropriate as class features gained on level up.

On another note, I'm not sure if alignment makes sense in a Metroid game. It's a very D&D high fantasy thing that I don't feel translates well to a sci-fi setting. I suggest dropping all references to alignment entirely.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Metroid
PostPosted: Thu Nov 19, 2015 7:58 pm 
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I agree on some of this, primarily that the classes need to be worked to fit the actual environment of the Metroid setting. Something like a Super Soldier though, with the d20 system, wouldn't be a base class, rather that would be a prestige class.

Also, the idea of "Space Pirate" and "Alien Monster" as classes doesn't work for me. One is a race and the other would be a classification of a monster type.

The base classes do need to be worked over though, with the majority of them having class abilities that enhance their ability to fight/operate while wearing power armor (because let's face it, everyone in the Metroid setting wears power armor).

Fighter Classes
Cyborg - A self-contained tank that specializes in the use of heavy weapons. To bulky to use power armor, but doesn't need it. (No alignment restrictions)
Hunter - Tracker, survivor, sniper, limited specialties in power armor. (No alignment restrictions)
Soldier - All around fighting class, covers everything from Space Pirates to military units of the Galactic Federation, adept at all combat styles and the most proficient when wearing power armor. (No alignment restrictions)

Psionic Classes
Ender - All around psionic class. (Non-Chaotic)
Monk - Psionic warrior. (Any Lawful)
Pilgrim - Psionic explorer/healer. (Non-Chaotic)

Utility Classes
Drifter - Scrapper, scavenger, some thieving abilities, limited specialties with power armor. (Non-Lawful)
Engineer - Tech class that can specialize into 1 of 4 specialties; Bio Engineer (team medic that can heal other players and create team ability buffs), Mech Engineer (mechanical engineer that specializes on upgrading and customizing power armor, can also maintain and repair vehicles), Operations Engineer (computer hacker, capable of program upgrades and giving power armor and weapons temporary buffs), Weapons Engineer (specializes in all forms of personal weaponry, can upgrade and customize weapons and non-power armor).

I used the alignment system because to me, it fits. If you think of the games, there already is alignments in place. The Luminoth are good, the Space Pirates are evil, the Ing are evil, the Chozo (assuming) were good. And that's not the only parallel that Metroid has with D&D, if you think about it, any Metroid game is just one big dungeon crawl.


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 Post subject: Re: Metroid
PostPosted: Sat Nov 21, 2015 1:39 am 
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Alright. You know the setting better than I do, so I respect your design choices.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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