I think this is the right forum....
Anyway I was wondering how people out there GM Ninjas and Superspies. Personally I tend to dump most of the martial arts and focus on the espionage aspects of the game. I just find the Martial Arts aspects too hard to referee and too over the top. Sometimes you sort of want those crazy aspects but usually I don't.
So anyway what do you keep? What do you dump? What do you alter? Well Kuseru probably alters it all and has the netbook to prove it but I was wondering about other people. Maybe I'll take a poll at some point but for now I am just looking for different type of GM styles and seeing what is out there that is interesting. Campaign examples would be good.
GMing Ninjas and Superspies
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GMing Ninjas and Superspies
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- kevinslkt
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The cool thing about GMing is that you can pick any setting you want and use whatever rules you feel neccesary and discard the rest. Discuss with player group.
A while ago I GMed a champaign using Ninjas & Superspies material and a little bit of Rifts Japan. The setting for the campaign was in ancient Japan during the shogun wars with a mix of the supernatural that included Oni Demons(Just converted their MDC into SDC), Sorcerers and some Chinese slavers and other mercenaries. It worked out pretty cool. Its all up to you and your gaming group to decide which rules you like or dislike.
A while ago I GMed a champaign using Ninjas & Superspies material and a little bit of Rifts Japan. The setting for the campaign was in ancient Japan during the shogun wars with a mix of the supernatural that included Oni Demons(Just converted their MDC into SDC), Sorcerers and some Chinese slavers and other mercenaries. It worked out pretty cool. Its all up to you and your gaming group to decide which rules you like or dislike.
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Re: GMing Ninjas and Superspies
GA wrote:I think this is the right forum.
That it would be.
GA wrote:Anyway I was wondering how people out there GM Ninjas and Superspies. Personally I tend to dump most of the martial arts and focus on the espionage aspects of the game. I just find the Martial Arts aspects too hard to referee and too over the top. Sometimes you sort of want those crazy aspects but usually I don't.
Martial arts is the one thing my group can't live without.
GA wrote:So anyway what do you keep? What do you dump? What do you alter? Well Kuseru probably alters it all and has the netbook to prove it but I was wondering about other people. Maybe I'll take a poll at some point but for now I am just looking for different type of GM styles and seeing what is out there that is interesting. Campaign examples would be good.
Gizmoteers tend to be very few and far between in my group. We still have characters with technical and engineering skills but they tend to be Agent or Military O.C.C.s.
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- Rockwolf66
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I like the advanced Martial Arts as I get to use real Jujitsu techniques. or at least describe them insted of "I parry the punch." it's I step into the punch, deflecting it awayfrom my face and respond with a one armed shoulder throw."
"Having met a few brits over here i wonder about them. The Military ones I met through my dad as a kid seem to be the most ruthless men on the planet..." -Steve Hobbs