[Unisystem] What are your thoughts on Unisystem?

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[Unisystem] What are your thoughts on Unisystem?

Post by Angel Tarragon » Tue Dec 31, 2013 12:46 am

Just found out about it today. Does anyone here have experience with the system? If so what do you think? How does it stack up against Alternity?

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Tue Dec 31, 2013 12:14 pm

Unisystem is one of my favourite systems for modern gaming (primarily in the form of WitchCraft RPG, a modern fantasy game where PCs are drawn from magical secret societies such as the Rosicrucians). There are actually two versions of Unisystem, Classic and Cinematic. The latter is more streamlined, with fixed damage and a simplified magic system, but with "drama points" (similar to Force Points in SW Saga). For the rest of the discussion, I'll focus on Classic, which compares better to Alternity (it is used for Conspiracy X, which is very similar in tone to Dark*Matter, in particular).

Unisystem is based on d10 with open rolls. A task is resolved via d10+Stat+Skill >= 9. Success levels are used to establish degrees of critical success. The system does not classes nor levels, and characters are built using character point allocation, similar to GURPS (actually, the creator of Unisystem is also the author of several GURPS books). Magic and powers are handled via specialized subsystems, which are genre-dependent (but always based on the same principle of d10+Skill+Stat, except Stat here can be something specific to the type of magic -- e.g., Psionic Powers often use a "Strength" score that is specific to the individual Psionic Power instead of a Stat). Conspiracy X magic is difficult and dangerous, whereas supernatural powers are relatively common in WitchCraft, and definitely super-powered in Armageddon (a game set in an apocalyptic -- in the bible sense -- world with characters being demi-gods, angels, demons and/or great magicians fighting the monstrous forces of Leviathan).
This is also handled via tuning the character point allowance -- Conspiracy X characters have generally less points than WitchCraft characters, who in turn have many less points than the characters in Armageddon.

Compared with Alternity, I'd say Unisystem is more flexible with respect to the type of campaign -- it is fairly easy to evolve a WitchCraft game into an Armageddon game, for example. It is also more supported -- besides the three games I've mentioned, there are also All Flesh Must be Eaten and Terra Primate. The former is a zombie survival horror game, with many supplements for setting the game in various ages (from medieval to western to WWII to sci-fi settings), the latter a game about Planet of the Apes.
Alternity has a better Sci-Fi support, and has more adventures -- there are very few Unisystem scenarios, and most are one-shots.

Rules-wise, Unisystem falls in between Alternity, which is slightly simpler (especially for people coming from D&D) and GURPS, which is definitely more complex.
Unisystem combat is relatively fast (although it can get slower if optional rules such as martial arts are used), and can be quite deadly due to open rolls (but not as deadly as Call of Cthulhu, where entering combat is quite often too risky and character deaths are common).
"Pre-heroic" WitchCraft PCs and standard Conspiracy X PCs are definitely weak, but experienced WitchCraft PCs with significant magic abilities (healing and shielding) and Armageddon PCs are very difficult to kill, even for major monsters like demons and dragons. Also, balance in combat is not a primary concern -- e.g., Immortal characters (in the Highlander sense) are practically immortal even if built with the same points as a typical Heroic mage -- they pay it with limited access to other powers and skills, but there is no expectation of balance in combat in the D&D 3e/4e sense. Combat is the province of mundane fighters, berserkers, Immortals, Knight Templars and others with specialized powers (in WitchCraft -- Conspiracy X is a grittier game with very little magic, but still magic-using characters in Conspiracy X pay a significant penalty in skills and stats that makes them frailer and less effective in combat).

To sum it up, Unisystem is easy to pick up, covers well many genres, but is stays more in the class of games such as GURPS or Call of Cthulhu, where balance is considered overall and not in specific cases (e.g., you can easily create a Unisystem, CoC or GURPS character that is useless in a combat scene, but you can't do the same -- or at least only with difficulty -- in D&D 4e).
Support is good for PCs drawn from many settings, with a wide range of professions, powers, associations and the like (depending on the specific game or setting), but sketchy for monsters (except zombies in AFMBE) and almost non-existent in terms of adventures.

Myself, I've used Dark*Matter adventures (The Final Church and The Killing Jar) with WitchCraft/Conspiracy X with little difficulty.

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by timemrick » Tue Dec 31, 2013 3:59 pm

I have no experience with Alternity or Classic Unisystem, but I have played in a long-running Cinematic Unisystem game using the Buffy and Angel rulebooks, and own the Ghosts of Albion RPG. (There is also an Army of Darkness RPG but I haven't read much of the rulebook.) From what I've seen of one or two Classic rulebooks, Cinematic is definitely more streamlined, with (for example) fewer stats to track during play.

The three Cinematic games I own are all compatible with each other, with the same basic rules for combat and character creation. Each has different power levels, with different budgets for ability scores, skill points, and quality points for each tier. For example, Buffy has White Hat (Scoobies and such), Hero (Slayers, Vampires, and other power-hitters), and Experienced Hero. Most Buffy games will have a mix of White Hats and Heroes, but the former get a larger pool of Drama Points to help offset the disparity. The rulebook has a fair amount of discussion of how to run a game for such a mixed group, so that you can capture the feel of the original series.

My Buffy group ran two concurrent campaigns in the same system, one with a mixed group, and one all-Hero group. The latter faced harder challenges right off the bat, but still required a balancing act from our Director so that a combat- or magic-heavy scene didn't overwhelm PCs whose strengths lay in other areas--doubly so whenever the survivors of the lower-powered game joined forces with the other group.

Everything except attributes and skills are bought with quality points. As with most point-buy systems, you can also take drawbacks, which give you bonus points for qualities or skills. Some qualities are package deals, such as Slayer, Watcher, Soldier, or a supernatural race, and these often include bonuses to ability scores and skills as well as other qualities. (There are also less expensive packages for Jock, Artist, Nerd, etc.) The Angel book includes rules for building demonic races, which are regularly available as PCs in that setting, while Ghosts of Albion has rules for faerie and ghost characters.

Buffy and Angel share the same magic system, which is a little fast and loose rules-wise. Ghosts of Albion, which focuses on magic-wielding Protectors, has a necessarily more detailed and comprehensive magic system. (It is, however, similar enough that my Buffy/Angel group has borrowed numerous spells from GoA to expand our mages' repertoires. Ditto with qualities.) In both settings, magic-wielders must buy ranks of a Magic or Sorcery quality, but some spells can be cast by normal characters given enough time and a good Occultism skill. Instead of tracking magic points or spell slots, casting multiple spells without resting imposes cumulative penalties to spellcasting rolls.

With a little work by the Director and players, any of the Cinematic Unisystem games could be used for other settings and genres. Running a more heroic style of Cthulhu Mythos game would be easy with Buffy/Angel. Army of Darkness already has much of that feel, and I've seen a fan-made netbook converting Call of Cthulhu to Unisystem. This system could also be used for a low- to mid-powered superhero game by expanding upon the supernatural powers available. I've even seen a brief article from Eden Studios giving a handful of qualities for a Firefly-style game.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Tue Dec 31, 2013 4:41 pm

Actually, Eldritch Skies provides a coverage of the Cthulhu Mythos for Cinematic Unisystem. While the setting of Eldritch Skies is in the far future, the statistics given for the various Mythos entities could be used in a modern game with not changes at all.

For Classic, the Mad Gods of WitchCraft and Armageddon cover a similar role to the greater entities of the Cthulhu Mythos.

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Tue Dec 31, 2013 5:38 pm

I'm a big fan of Unisystem as well. I own most of the core books (except Terra Primate and Ghosts of Albion). I have played Witchcraft and AFMBE. I always wanted to do something in the Buffy/Angelverse.

For sci fi I would probably pick a different system unless prepared to do alot of work (except near future). Unless there are some supplements that deal with those things that I don't know about. For modern, it is one of my go to systems though.

What is Ghosts of Albion all about?

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Wed Jan 01, 2014 12:03 am

Havard, there is at least one supplement for AFMBE dealing with sci-fi, including cyberpunk, space opera and Alien.
Moreover, Eldritch Skies covers Cthulhu Mythos in a sci-fi setting.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by timemrick » Wed Jan 01, 2014 5:55 am

Ghosts of Albion is set in mid-19th century England, and focuses on the Protectors of Albion (magic-wielding occult champions with ties to the land) and their allies (humans, ghosts, and others). Adversaries include fairies, vampires, lycanthropes, demons, and so on. You could look at it as an alternate, period-piece Buffyverse where the Slayer is replaced by an empowered magician, but that would be grossly oversimplifying.

The setting itself was created by Amber Benson (Tara of Buffy fame) and Christopher Golden (one of the more prolific Buffy novelists), who also contributed to the game, so if you like Buffy you'll probably enjoy this. The "canonical" GoA storyline consists of a series of motion comics and radio plays on the BBC website, plus a handful of novels (brief synopses of which appear in the rulebook.)

I've had an idea for an apocalyptic mini-campaign inspired by Theosophical pseudo-history bouncing around my head for years. If it ever sees the light of day, GoA seems ideal for it.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Blacky the Blackball » Wed Jan 01, 2014 11:10 pm

agathokles wrote:Actually, Eldritch Skies provides a coverage of the Cthulhu Mythos for Cinematic Unisystem. While the setting of Eldritch Skies is in the far future, the statistics given for the various Mythos entities could be used in a modern game with not changes at all.
I'm currently running an Eldritch Skies campaign.

My group and I all love the setting; but none of us like the (Cinematic Unisystem) mechanics that the game uses, to the point where we're considering trying to switch to a different system half way through the campaign. I don't know if it's just this particular implementation of the mechanics that we don't get on with or if it's the Unisystem in general.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Thu Jan 02, 2014 11:25 am

Uhm, what part or aspect of the mechanics do you dislike?
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Blacky the Blackball » Thu Jan 02, 2014 12:09 pm

Well...

Firstly it has a problem common to many games where you spend points for character generation and also for experience - and that problem is that the costs for things are mostly linear when you create a character but mostly triangular when spending experience. This means that there's a huge incentive to heavily specialize during character creation. Also with character generation it has the other feature of advantages and flaws being used to balance character points, which leads to everyone loading up with flaws for the extra points and trying to get the most points for the least limiting flaws.

Secondly, I don't like the way the die rolling works. Stat + Skill + d10 is simple enough, but then it's complicated unnecessarily by having this whole "success levels" business where there are a whole bunch of arbitrary thresholds for your roll for various levels of success. And the thresholds aren't even something simple like every three additional points on your total giving you an extra success level. The increments vary between 2 and 4 points with no real rhyme or reason to it - so you have to look each roll up to see how many success levels it got.

Of course, this is compounded by the first problem. Because everyone is encouraged to specialize you end up with a bunch of characters with scores of 5+ in their best skills and the ability scores used with these skills (especially when score boosting advantages are used) meaning that it's impossible for them to fail at their specialities because even if they roll a '1' on their d10 they'll still have two or three levels of success.

Then comes combat. Everyone gets multiple actions, which have to be used for either attack or defence, and this gets horribly tangled when there are multiple combatants and you have to work out who needs how many actions to defend against whose attacks. Not only that, but because no-one can ever fail a roll at their chosen fields of speciality, when it comes to the combat specialists they can't fail a combat roll. This basically means that everything comes down to the group with the most actions winning the fight because the way to hurt people is simply to concentrate your attacks so that one of the opposition has more auto-success attacks coming in than they have auto-success defence actions. The additional attacks then do large amounts of damage (because of the high number of successes that they're guaranteed to get) and take even the toughest people out in a single round.

It might just be that the game struggles to cope when characters are too powerful, and that if the characters had much lower scores then you wouldn't get all the auto-successes and the like and the game would work much better. In that way, it might be the fault of Eldritch Skies itself in that it might be too generous with the points and advantages when creating OPS agents. Having said that, the character generation does naturally push you towards specialization too so I think it might be a more general issue.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Thu Jan 02, 2014 1:18 pm

Blacky the Blackball wrote: Secondly, I don't like the way the die rolling works. Stat + Skill + d10 is simple enough, but then it's complicated unnecessarily by having this whole "success levels" business where there are a whole bunch of arbitrary thresholds for your roll for various levels of success. And the thresholds aren't even something simple like every three additional points on your total giving you an extra success level. The increments vary between 2 and 4 points with no real rhyme or reason to it - so you have to look each roll up to see how many success levels it got.
Ok, that is the basic mechanic of Unisystem. It is the same in all Unisystem games, regardless of Classic or Cinematic variations, AFAIK. So, I'd say the game is simply not your cup of tea.
For me the table is rarely a problem, but then we also play Rolemaster...
Of course, this is compounded by the first problem. Because everyone is encouraged to specialize you end up with a bunch of characters with scores of 5+ in their best skills and the ability scores used with these skills (especially when score boosting advantages are used) meaning that it's impossible for them to fail at their specialities because even if they roll a '1' on their d10 they'll still have two or three levels of success.
This might be a bug within Eldritch Skies, though. In Classic Unisystem at least (I'm not sure about other Cinematic games), all task rolls are open, so a 1 can be a failure even with a high skill+stat value, if the subsequent rolls are unlucky.
Moreover, Classic allows defense rolls, so an attack actually needs to beat the Dodge roll of the opponent, regardless of the score.

As to the first problem, I'm not sure if it is a problem specific to Eldritch Skies or Cinematic Unisystem. Classic does encourage specialization, but not so that skills and stats actually go beyond 5, since at that point they become vastly more costly. Besides, getting the first point in a new skill after character creation is also very costly, so players are actually encouraged to get at least one point in the skills they plan to use (besides, Classic has many more skills than Cinematic -- the range is more similar to that of GURPS than to that of D&D 4e, to give an idea).
For a comparison, Conspiracy X and WitchCraft characters have 15 to 25 points in attributes (a direct comparison for skills is impossible, due to the limited skill set of Cinematic) respectively, depending on experience (in Conspiracy X) and/or character type (mostly in WitchCraft).

Havard may have more information on Cinematic Unisystem, and how other games using that version deal with the issues you had.

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Blacky the Blackball » Thu Jan 02, 2014 1:35 pm

agathokles wrote:
Blacky the Blackball wrote: Secondly, I don't like the way the die rolling works. Stat + Skill + d10 is simple enough, but then it's complicated unnecessarily by having this whole "success levels" business where there are a whole bunch of arbitrary thresholds for your roll for various levels of success. And the thresholds aren't even something simple like every three additional points on your total giving you an extra success level. The increments vary between 2 and 4 points with no real rhyme or reason to it - so you have to look each roll up to see how many success levels it got.
Ok, that is the basic mechanic of Unisystem. It is the same in all Unisystem games, regardless of Classic or Cinematic variations, AFAIK. So, I'd say the game is simply not your cup of tea.
For me the table is rarely a problem, but then we also play Rolemaster...
I like Rolemaster too - but with that game the tables are a big part of the game. The Unisystem is a much simpler game though, which is why the look-up seems out of place and unnecessary.

I should emphasise - I don't think that the Unisystem is an objectively bad game system. It's just not to my group's subjective liking.
This might be a bug within Eldritch Skies, though. In Classic Unisystem at least (I'm not sure about other Cinematic games), all task rolls are open, so a 1 can be a failure even with a high skill+stat value, if the subsequent rolls are unlucky.
Open-ended rolls would make a big difference, but I don't remember them being mentioned in Eldritch Skies (which is the only Unisystem game I've got). Maybe we're just playing it wrong.
As to the first problem, I'm not sure if it is a problem specific to Eldritch Skies or Cinematic Unisystem. Classic does encourage specialization, but not so that skills and stats actually go beyond 5, since at that point they become vastly more costly. Besides, getting the first point in a new skill after character creation is also very costly, so players are actually encouraged to get at least one point in the skills they plan to use (besides, Classic has many more skills than Cinematic -- the range is more similar to that of GURPS than to that of D&D 4e, to give an idea).
For a comparison, Conspiracy X and WitchCraft characters have 15 to 25 points in attributes (a direct comparison for skills is impossible, due to the limited skill set of Cinematic) respectively, depending on experience (in Conspiracy X) and/or character type (mostly in WitchCraft).
Getting stats and skills beyond 5 is costly, but in Eldritch Skies there are loads of advantages that give you bonuses to them. So almost every player bought their stats/skills up to 5 and then bought one or more advantages that stacked on top of that. And yes, the skill list is rather short in this version.

To be honest, since it seems that the intent of the game is to have abilities/skills ranked from 1-5 and then things like magic and the like are based on having around 1-5 "successes" on a roll, our group was thinking of yoinking out the Unisystem from Eldritch Skies and running Eldritch Skies using the World of Darkness system instead. Given the similarity in core concepts that I just mentioned the conversion should be relatively straightforward.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Thu Jan 02, 2014 1:58 pm

Uhm, Qualities in WitchCraft and Conspiracy X don't affect stats, and rarely affect skills. Once more, it may be a difference due to the Classic vs Cinematic variants.

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Thu Jan 02, 2014 4:25 pm

agathokles wrote:Havard may have more information on Cinematic Unisystem, and how other games using that version deal with the issues you had.
Its been a while, but the biggest difference between classic and cinematic Unisystem is that in Cinematic the GM doesn't roll dice for the NPCs. They have higher stats, so if the player's skill+d10 beats the NPC stat, then the player wins. :)
In classic, NPCs and PCs are similar so you have opposed rolls.

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Blacky the Blackball » Thu Jan 02, 2014 4:29 pm

So it's sounding like the problems my group are having are with Eldritch Skies' version of the Unisystem, rather than with the Unisystem in general.

That's a shame, because when it comes to the setting Eldritch Skies is a huge hit with me and my group. To us it's "proper" Lovecraft rather than the usual pop-culture Lovecraft. We're still really enjoying the game even with our reservations about the system.
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Thu Jan 02, 2014 5:45 pm

Blacky,
if you have a chance to look at some of the other Unisystem RPGs, perhaps there is some chance to mix and match with rules from those sets?

I have heard good things about Eldrich Skies. Didn't realize it was Unisystem actually. Gives me another reason to want to check it out :)

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Fri Jan 03, 2014 11:01 pm

Something that might be of interest:
http://www.kickstarter.com/projects/129 ... ds-edition

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Sat Jan 04, 2014 12:22 pm

agathokles wrote:Something that might be of interest:
http://www.kickstarter.com/projects/129 ... ds-edition

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Wow! Sounds like an unlikely combination, but the result could be pretty cool :)

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Blacky the Blackball » Sat Jan 04, 2014 9:54 pm

agathokles wrote:Something that might be of interest:
http://www.kickstarter.com/projects/129 ... ds-edition

GP
I just backed it.

I've not played Savage Worlds, but from my understanding it's a somewhat simplified version of the system used for Deadlands. Since I'm a big fan of Deadlands but I admit that it could do with some simplification, that sounds good to me!
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Sun Oct 30, 2016 11:25 am

Speaking of Unisystem, how many RPGs have been created using this system?

[b]GAME[/b] | [b]PIAZZA DISCUSSION[/b] | [b]GENRE[/b] C.J. Carella's Witchcraft | [url=viewtopic.php?f=86&t=16727]C.J. Carella's Witchcraft[/url] | Modern Magic Buffy the Vampire Slayer |[url=viewtopic.php?f=86&t=17355]Piazza Discussion[/url] | Urban Fantay, Based on Joss Whedon's TV Series Angel | [url=viewtopic.php?f=86&t=17355]Piazza Discussion[/url] | Urban Fantasy, Based on Joss Whedon's TV Series All Flesh Must Be Eaten | | Zombies Armageddon | | Divine Epic Army of Darkness | | Medieval Zombies. Based on the Sam Reimi Film Eldritch Skies | [url=viewtopic.php?f=86&t=12838]Eldritch Skies[/url] | Cthulhu in Space Ghosts of Albion | [url=viewtopic.php?f=86&t=17135&p=190151#p190143]Ghosts of Albion[/url] | Victorian Gothic Terra Primate | [url=viewtopic.php?f=86&t=16317]Terra Primate[/url] | Apeworlds Conspiracy X | | Modern Conspiracy Beyond Human | | City of Heroes | | Superheroes


Did I forget any?

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agathokles
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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Sun Oct 30, 2016 12:29 pm

Seems complete to me.
GP

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Sun Oct 30, 2016 1:44 pm

agathokles wrote:Seems complete to me.
GP
Thanks!
I came across something called City of Heroes. Is that also based on Unisystem?

Also, Eden Studios has a new game called Adventure Maximus. It doesn't seem like that is based on Unisystem though?

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by agathokles » Sun Oct 30, 2016 6:38 pm

I think you are right, but I don't have them

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Re: [Unisystem] What are your thoughts on Unisystem?

Post by Havard » Sun Oct 30, 2016 6:50 pm

agathokles wrote:I think you are right, but I don't have them

GP
Looks like City of Heroes is indeed based on Unistystem. Here's what I found on RPGGeek:
RPGGeek wrote:In March of 2005, Eden Studios announced it had acquired the license to adapt the City of Heroes mmorpg as a pen and paper rpg. It demoed the game at a number of conventions that summer, including Origins and Gen Con. So far the only release for the game has been a pdf of Quick-Start rules for play.

From the Eden Studios Press Release:

EDEN STUDIOS, NCSOFT AND CRYPTIC STUDIOS POWER UP THE CITY OF HEROES ROLEPLAYING GAME
ALBANY, New York, March 14, 2005 Eden Studios announces today an agreement with Cryptic Studios and NCsoft® Corporation for the design and production of the City of Heroes® table-top roleplaying game (RPG), based on the wildly popular comic book inspired massively multiplayer online roleplaying computer game by the same name.

City of Heroes (http://www.cityofheroes.com) computer game released last year to critical acclaim and continues to garner awards for its groundbreaking innovation. The highly anticipated player-versus-player sequel, City of Villains is due for release later this year.

"We are very excited about getting the opportunity to produce this super-powered game," George Vasilakos, President of Eden Studios, announced. "We worked with Jack Emmert, City of Heroes lead designer, on our first roleplaying game, Conspiracy X. His imagination and storytelling have always been tremendous. He and his City of Heroes team have created a rocking good game that has been chewing up most of our free time for over a year now. We plan to translate that experience to the table-top while adding the richness of face-to-face roleplaying."

"I started my game production career in paper-and-pencil roleplaying," added Emmert. "It’s a great medium for storytelling and a boat load of fun. I’ve worked with the guys at Eden Studios in the past, and they’ve only gotten better since then with quality licensed games like Buffy the Vampire Slayer, Angel, and Army of Darkness. Their games are great and their production values are second to none. This is a wonderful addition to the City of Heroes franchise."

The City of Heroes roleplaying table-top game will use a special version of CJ Carella’s Unisystem, Eden's inhouse roleplaying game rules, that captures the highlights of the online experience yet remains compatible with other Unisystem games. Players take the role of super-powered heroes with a full array of power choices. They take the fight to numerous villains, including Circle of Thorns mages, Council thugs, Clockwork robots, Vahzilok zombies, and others popularized in the online game.

The Registration Manual core book will be authored by Eden insider M. Alexander Jurkat, editor of the majority of Eden’s Unisystem game books, designer of the Army of Darkness card game, and author of GURPS Conspiracy X. The core book will be followed by the Paragon City source book, the Monitor’s Support Pack, the Super-powered Operative’s Dossier and other supplements.
Source: https://rpggeek.com/rpg/2931/city-heroes

Looks like it was originally a computer game (MMRPG). I believe there was also a Collectible Card Game based on this super hero universe.

Anyone play it?


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Re: [Unisystem] What are your thoughts on Unisystem?

Post by timemrick » Mon Oct 31, 2016 6:24 pm

Havard wrote:Looks like City of Heroes is indeed based on Unistystem. Here's what I found on RPGGeek:
[...]
Looks like it was originally a computer game (MMRPG). I believe there was also a Collectible Card Game based on this super hero universe.

Anyone play it?
I've never been much into online games, CCGs, or supers RPGs, but at least two people from my Buffy/Angel group spent a LOT of time on the MMRPG when it first came out. Our main GM was a huge comics fangirl, and pretty obsessively followed all of Eden Studios' releases (she adapted bits and pieces of GoA, WitchCraft, etc., to use in our game), so I'd be shocked if she didn't lose some sleep over whether she could justify buying a CoH RPG, too. :ugeek:
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