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Thread: Malifaux the RPG?
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05-04-2012, 06:29 PM #1
Malifaux the RPG?
Hi folks,
So, Malifaux is the only miniatures game I play, coming from an RPG background. The narrative and fluff was what really encouraged me to part with my cash and buy all those paints.
As such, I've been considering using the malifaux setting for an RPG at my gaming club (with the vain hope of encouraging some of the hardcore RPers to get involved in malifaux) and was wondering of anyone else had tried this?
Let me know what you think!
B'barfer
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05-04-2012, 06:47 PM #2Rank: Wyrd
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FYI, taking this with a whole pile of salt, Wyrd was hiring people with RPG experience a bit back.
Also, I don't see any reason why it wouldn't be possible to do this. I DM'd the D&D 3.5 Iron Kingdoms mod, and feel that something like that would have been viable, as long as you're willing to make up your own stats or use "counts as" other monsters/enemies..."I've never understood this joke, but, then again, I've never been to Earth." --The American Astronaut
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BreachBarfer (05-05-2012)
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05-05-2012, 04:08 AM #3
I agree, something fairly generic like d&d or pathfinder could work well. I was wondering of there was a way to incorporate the fate deck system as well.
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05-05-2012, 11:52 AM #4Rank: Wyrd
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Hmm. Well, there are lots of games that run on D20's (only pointing out b/c it's linear instead of a curve), so, if you wanted to narrow the spread, you could use 0-14 instead of 1-20, which would make the game a bit more consistent...
Damage would be a bit trickier, because most work on variable damage dice, but that could also use malifaux' damage system with a bit more working. Probably would want to go to 4ish damage levels (1-3,4-6,7-10,11-13, or something like that) to get a more gradual spread, and take in to account the curve (so, for instance, if you normally roll 2d6, it wouldn't go 1/4/8/12, but closer to 3/5/7/11).
An alternative damage system might be something along the lines of 1-2,3-6,7-11,12-13, which would be able to incorporate highs and lows being less probable.
I'm not sure how you could elegantly incorporate
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, other than switching most bonuses/penalties to twists, though that would probably require more extensive testing.
Dealing with a hand would probably need to be one deck per player, they only get one hand per encounter (or, since they control fewer pieces, they'd be able to rampage around, replacing cards), with maybe double that number for the DM.
Soulstones would probably involve vert expensive magic items with more powerful results than just "add a card", that might take a feat (or equivalent) to unlock.
If I were running a mali campaign, I'd probably make up what soulstones did, but not change the combat system, since that would take a huge amount of work.Last edited by SpiralngCadavr; 05-05-2012 at 11:59 AM.
"I've never understood this joke, but, then again, I've never been to Earth." --The American Astronaut
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BreachBarfer (05-05-2012)
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05-09-2012, 11:54 AM #5Sub-Random, Trident Rank: Wyrd
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When this topic has been mentioned in the past, there were several recommendations for Deadlands as a base system, since it would only require a small amount of modding to get it to work.
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05-09-2012, 12:44 PM #6Year of the RAM!
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Deadlands would work although I think Savage worlds may be more tweakable to the setting.
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