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jjpickar
2012-02-09, 10:56 PM
So...has anyone ever played an X-Com rpg? Was it an adaptation or just homebrew? I was talking about this with one of my friends and we sort of played around with the idea of making a system based on the one in the game but didn't know if it was feasible.

Thoughts? Stories? or is this just too crazy?

houlio
2012-02-10, 12:04 AM
So...has anyone ever played an X-Com rpg? Was it an adaptation or just homebrew? I was talking about this with one of my friends and we sort of played around with the idea of making a system based on the one in the game but didn't know if it was feasible.

Thoughts? Stories? or is this just too crazy?

I've been thinking on trying to run an X-Com game using GURPS for awhile now. If you don't know, GURPS is made to do almost anything, although I tend to find that it has significantly more upfront preparation on the GM's part than most other systems.

Kadzar
2012-02-10, 12:37 AM
I had recalled seeing something like this appear in the Bay 12 Creative Projects subforum a bit ago.

Here it is (http://www.bay12forums.com/smf/index.php?topic=98717.0). Apparently it was a wargame, though, from what little I know about X-Com, that might be appropriate and for all I know, it might just suit your needs.

Diskhotep
2012-02-10, 12:54 AM
The gaming (Traditional Games, Play by Forum) forums at www.somethingawful.com (I'm at work or I could provide a more direct link) have an ongoing X-COM game using the Savage Worlds system. It's simple and cinematic and works well at many different settings. I highly recommend checking it out regardless of the system you plan on using.

I've run X-COM campaigns several times, using WEG's TORG and d6 systems, Savage Worlds, and D&D Modern. I found Savage Worlds and d6 worked the best.

The problem is in order to maintain the "X-COM feel", games tend to be far more heavy on combat vs. social/investigative. Going too far the other way made it feel like an X-Files game with a big gunfight. But for the right group that works out pretty well.

Of all the systems I mentioned, I'd recommend Savage Worlds the most. It handles roleplaying quite well, while allowing for quickly resolved combats including multiple extras/minions.

If you do decide to stick with GURPS, check out the Black Ops sourcebook. It is basically the "secret organization dedicated to foiling alien/paranormal/supernatural plots" setting.

jjpickar
2012-02-10, 02:48 PM
Hey thanks for the links. I kind of see it more of a wargame anyhow. The day to day of X-Com doesn't really offer too much for a traditional rpg experience unless one were to get involved in the politics of running x-com and getting funding. Apocalypse would seem to be the most logical setting for this as it has everything more contained. As for system, gurps works for everything from what I've seen but I don't have too much experience with it and I didn't much care for savage worlds when I played it. D6 space has potential but I feel the weapons need some tweaking before it fits the feel. D20 modern is an excellent idea I hadn't thought of and I will check it out.

Really, I am more interested in playing as a kind of episodic combat scenario game with some base building and resource management features on the side. To this end, cinematic systems will fall short and crunchy tactical systems will be better. One thing that I would be interested in replicating is the Time Units system that governs the actions and movement that operatives make. D6 is the only system that works in a similar way that I know of. Anyone know of other systems that work that way? I haven't had time to check the wargame out but I'll see if that also supports what I'm looking for.

Diskhotep
2012-02-11, 12:26 AM
It would take a bit of setting conversion, but you might also look at the Atomic Highway rules. You can currently get the pdf for the full game for free at www.radioactiveapedesigns.com, and the Irradiated Freaks expansion was something like $5. It's over 100 pages of fun including vehicle rules and basic rules for psionics and mutations (more in the expansion).

Gnoman
2012-02-12, 09:23 PM
While I've never played it (so I can't judge the quality), there is a rather complete DnD (2nd editon, I think) based version here (http://www.silverblades-suitcase.com/xcom/xbasic/intro.html)

CarpeGuitarrem
2012-02-13, 11:55 PM
This (http://atminn.wordpress.com/x-com-rpg/) looks like a really promising stab at a Cortex+ version of it...I think there were a lot of really cool ideas here, and it really sounds like he was managing to make the whole thing work as an RPG experience, not just a wargame. I can't seem to find what became of it, however.

SciFinder
2012-02-15, 01:39 AM
I'm currently working on a d6 system type of RPG / miniatures / boardgame, with the idea that this would be a great game to play when we're missing one or more of our group's players for other RPG campaigns. I'm trying to simulate the feel of the "UFO Defense" PC / PS One game, without getting too rules-intensive. I consulted a lot of the Open Source d6 rules out there, homebrews, the old WEG Star Wars rules, "Glimm's workshop" (http://glimmsworkshop.com/2011/01/10/x-com-rpg/) and the X-Com sites like http://www.ufopaedia.org, and http://www.xcomufo.com. So far I have some preliminary character sheets made, and I'm trying to compile a doc of the rules. A lot of the standard d6 rules will be tweaked, to simulate how things like movement, bravery/morale and psionics worked in the original game. In a nutshell, the game will revolve mostly around battlemap scenarios, with the research and other elements handled briefly before and after. I appreciate any input that's offered, and I'll try to post it up somewhere when I have all the kinks worked out.