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by SimonCollins » Sat Nov 08, 2008 12:59 am
As the title says, what would you like to see Green Ronin develop next for True 20?
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by Katowice » Sat Nov 08, 2008 4:06 pm
I'd like to see a Companion series for Paizo's Pathfinder Chronicles Setting.
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by Razuur » Thu Nov 13, 2008 6:37 am
I want to see Green Ronin work out an arrangement with Hero Games to have Matthw Kaiser convert Fantasy Hero to True20. I want the end all, be all True20 Fantasy Toolkit for True20.
Cross my favorite True20 author, with My favorite system, with Fantasy heroes world building goodness... Enough said.
Make it so.
(Please)
(with Sugar on top?)
Patrick
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by JBowtie » Wed Nov 19, 2008 12:22 am
A Narrator's Handbook with: * Better (and more accurate) conversion guidelines for d20 material. * Guidelines for balancing True20 encounters. How many minions? What if the leader has Conviction? What's level appropriate? * More extensive guidance on creature design, with notes on problematic special traits. * A chapter on designing powers, with an eye to unifying the disparate mechanics. * The design chapters should include dissections of existing good and bad examples. * The usual GM guidance (types of players/rule 0/NPC managment/HOWTO design a campaign)
A set of 'generic' fantasy adventures taking a party from level 1 through level 20. An adventure path or half-a-dozen loosely plotted dungeon crawls; either is fine. The important thing is to give narrators a sense of what a good True20 adventures feel like. (as opposed to stuff balanced for another system and then converted, *cough*).
A "Fantasy Remix" which takes just the fantasy material from the existing books and blends it into a cohesive whole with better layout and organisation.
Johnny Bowtie
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by Katowice » Wed Nov 19, 2008 5:32 pm
I'd also like to see a True20 Revised updating of the Blue Rose setting. I'd buy it even if only in PDF.
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by paridep » Wed Nov 19, 2008 6:39 pm
I would like to see: * True20 Tome of Horror * Pathfinder Fantasy RPG True20 conversion guide (Paizo will soon publish PFRPG adventure paths) * Genre compendiums containing a collection of all rules needed for a genre, for example a fantasy compendium, a modern espionage/special ops compendium, a space opera sci-fi compendium, an horror compendium, a pulp compendium, and so on. Each self sufficient book could contain all roles, feats, skills, equipment and additional rules needed for a game in that setting. * Powers, skills and feats indexes for official products.
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by fellwalker » Thu Nov 20, 2008 3:03 pm
Razuur wrote:I want to see Green Ronin work out an arrangement with Hero Games to have Matthw Kaiser convert Fantasy Hero to True20. I want the end all, be all True20 Fantasy Toolkit for True20.
I am so for this!! Any complete conversion for a genre would be great! I can do it myself and sometimes that's what's needed to get what I want outta a game (and this forum SO helps) but a pre-done thing save so much time.
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by Moebius » Thu Nov 20, 2008 7:42 pm
I'd like to see some Pulp. I believe I heard something about Ravaged Earth Society coming to True20... is that correct?
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by Baduin » Fri Nov 21, 2008 11:54 am
I suggest that any Fantasy True20 should be based on D&D metasetting. D&D had never very good rules - the basic engine of True20 is obviously a huge improvement - but it had something else, which allowed it to became the permanently most popular RPG game: the metasetting. And now it can be used by everyone.
By metasetting I understand the common assumption: the things you do in the game (dungeons, fighting, looting, exploring, saving the world), the abilities you can get (is it easy to become invisible? at what level can you easily detect invisible opponents? At what level can you resurrect? etc), and, of course, the opponents you meet.
It also includes the basic characteristcs of the world in which you play: there are many remains of ancient empires which possessed tremendous magical technology. Now you search in ruins, graves and dungeons for the scraps of that ancient wisdom, in the process advancing from the medieval technology of the low levels to the post-singularity omnipotence of high-level wizards. Now the empires are fragmented into small kingdom, with untamed wilderness between them filled with strange monsters and magic.
In fact, it would be easy to create a space opera setting using exactly the same assumptions. For example, you rename the wand of scorching ray into a plasma pistol, the goggles of night into nightvision goggles etc. The monsters can be aliens or daemons from the Warp, Warhammer 40K style. Wizards would be Tech-Adepts, who build into their bodies ancient nanotechnologic devices allowing them to create wonderful effect, and in the end to bend reality to their will. You could use D&D adventures as written in such a setting, provided that you remained faithful to those basic assumptions: technology is expensive and ancient; law is pretty weak, there is wilderness nearby, opportunities for the brave and intelligent are limitless.
Any "universal" sf or space opera rules must be based on that kind of metasetting. Otherwise they will be nothing better than some suggestions for home rules - not that there is anything wrong with that, of course.
But you will never will be able to write an adventure for "space opera, levels 10-12" which can be used by other players without that sort of metasetting.
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by phloog » Fri Nov 21, 2008 12:14 pm
I'm with Balduin - assuming that adventures are made too...
and if we're also listing things we want but likely will never have, I'd like a True20 version, well-thought-out and extensively playtested, of the Elements of Magic system...
...and a pony.
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by True20Chick » Fri Nov 21, 2008 12:28 pm
Moebius wrote:I'd like to see some Pulp. I believe I heard something about Ravaged Earth Society coming to True20... is that correct?
Yup! Soon you'll have your post-Martian invasion, two-fisted 30's pulp action adventure in True20 flavor! 
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by Kendermage » Sat Nov 22, 2008 1:34 pm
I think I want to see something unique. Not a retread of some other system but something that true20 can truly call its own. We have some items like the settings listed in Adventure Roleplaying and in Worlds of Adventure, but I'm not sure they've been explored far enough yet. I want to see something iconic that will cause everyone to stand up and say, "Wow! That came from True20? I've gotta get me some of that!" That said I realize there is literally nothing new under the sun so perhaps my expectations border on the unreasonable.
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by ValhallaGH » Sun Nov 23, 2008 11:50 am
Kendermage wrote:That said I realize there is literally nothing new under the sun ....
Chocolate. Ice Cream. Monkey. Pirate. Supermen.
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by aravol » Wed Dec 03, 2008 10:11 pm
The list of things I want to see in the next True20 books* -More in-dept d20 monster conversions, particularly regarding templates -Extending feat lists; Tiers of feats that, while having ludicrous requirements, eventually grant a template without a level-lag, akin to quite a number of interesting d20 prestige classes -More bestiaries. Provided you don't start diluting it, you can never have enough of these. -Preset adventures and campaigns. As evinced by many another system, these can be a goldmine for the lazy or time-strained GM. In some cases, they can also provide the most interesting campaigns of "there is no GM, we just read the next passage and go with the story"
and the things I'd like to see most... ITEM CREATION BOOK. True20 offers so much in the way of playing nearly any genre, but the gaping hole in the system is that there is almost no system in place for the proper pricing of Magic Items. While this is notably inappropriate for most settings, which is the given reason for it having yet to be properly addressed, it is nonetheless something that should be added, if only to give games the freedom of playing into the worlds where magic items, or perhaps super-technological items of the same effect, are bought and sold like any other, or to give GMs a quick smattering of what to give players of a certain level.
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by iwatt » Thu Dec 04, 2008 7:03 am
aravol wrote:and the things I'd like to see most... ITEM CREATION BOOK. True20 offers so much in the way of playing nearly any genre, but the gaping hole in the system is that there is almost no system in place for the proper pricing of Magic Items. While this is notably inappropriate for most settings, which is the given reason for it having yet to be properly addressed, it is nonetheless something that should be added, if only to give games the freedom of playing into the worlds where magic items, or perhaps super-technological items of the same effect, are bought and sold like any other, or to give GMs a quick smattering of what to give players of a certain level.
Any sufficiently advanced technological device will be confused as magic. I don't remember the actual quote, but the principal applies. I just realized that we could apply the Sic-fi Invention rules to Magic items. Anybody else believe this idea has merit? Regarding what I want from GR True20: A revamped power system that uses similar mechanics for all powers, not the mish-mash of subsystems we have now.
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