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| Ideas Nicked From FUZION rpgs |
| I recently bought a copy of Bubblegum Crisis RPG and a copy of
Champions: The New Millennium RPG/Campaign, both
games being FUZION powered. Fuzion is the core rules system developed
by R Talsorian Games and Hero Games to combine their different systems.
You
can use the core rules to run different campaigns at different levels;
it has 'Switches' so you can decide which part of the optional
rules you are using; it has 'Dials' so you can set the level of the rules to your campaign level. It has Plug-Ins
to cover to particular things
you want for your campaign, but you can bring in any such plug-ins you
want from other Fuzion games. So you can have robots and dragons, kung
fu and magic. I found it quite appealing and it gave more ideas to
steal for my RPG: PARANORM!
I don't like Champions, too much maths for me, too cold and calculated; add a complication, buy a power. But I was very interested in the ideas behind Fuzion. I bought Bubblegum Crisis because I like anime and manga, although I'm not familiar with BGC. I wanted to see how they handled it; very nicely. If you want to check out Fuzion, buy the Bubblegum Crisis game. The Champions book is half a new campaign, half the Fuzion rules, and hardly the Super Power plug-in. You'll still need the 4th edition of Champions to get the full list of powers. One idea the BGC rpg has that is worth nicking is the idea of Goals and Beats. It shows you how to plot your game and keep the players on the plot by using Goals and Beats (scenes). It is trying to follow the styles of the anime/videos. Bubblegum Crisis is split into Series, then Episodes (programmes), then Beats (scenes) in the Episode. So you work out your Series Goals, Episode Goals and then Beat Goals. A Beat Goal would be 'find the missing bike', 'stop the fire', 'meet the doctor' etc. Episode Goals would be an adventure. A Series could be the whole campaign e.g. a border war, an exploration, a revolution. Where it really gets clever is in the Beats. The idea of Beats is to help you plot the Episode. There are 5 types of Beats: Hook; Cliffhanger; Development; Climax; Resolution. HOOK: A Hook is what gets the PCs into the episode e.g. discovery, crisis, kidnapping, revelation etc. CLIFF-HANGER: This is some action that affects the players e.g. ambush, verbal confrontation, obstacle, pursuit etc. DEVELOPMENT: This is something that moves the plot along e.g. clue, sabotage, retreat, warning etc. CLIMAX: The big finale, e.g. a big battle or revelation. RESOLUTION: The final scene e.g. a happy ending, the villain escapes, the PCs are captured etc. This can set up the sequel to the episode or next Hook. The idea is that you have a Hook, various Cliff-hangers and Developments as needed, then the Climax and finally the Resolution. Each Beat should take around 15 minutes, so you can roughly plan out the Episode quite well. I really like this. As you know, I am always looking for tools to help the GM design a module or adventure. This is a great tool. The examples I list above are just a few of theirs; the examples given in the BGC rpg though are a little limited, but I think this is because they are following the style of anime. You can think up a list of your own hooks and cliff-hangers to suit your game. |
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