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 Post subject: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 2:45 pm 
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Joined: Tue Jun 26, 2007 10:19 am
Location: indy
:shifty: Alright I know this has probably been said before, but I've been gone for awhile. I'm planning on trying to run a couple RPG's for my boys again this summer and one of the campaign's I'm thinking of running is a G.I. Joe one. Now what I'm wondering is if anyone here has ran one and if so what system have you used? Right now I'm looking at D20 Modern, Gurps, or Mutants & Masterminds.
So if anybody has an idea or opinion go ahead and post it.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 3:49 pm 
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RPG Spin Master
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Scramble has something that is really good for this. Throw him a PM.

I had a table top combat set of rules for 3 3/4 inch figures that worked on a d100 (percentage to hit) system. It was cool, except sniper rifles killed everyone and there wasn't anything short of an unfinished basement big enough to play it in...

Other than that, if you want to use something from an established system, GURPS recon was a pretty good fit for original 13 joes play.

http://en.wikipedia.org/wiki/Recon_%28r ... ng_game%29

http://rpg.drivethrustuff.com/product/6 ... -RECON-RPG

And while I've never played it, This looks very interesting.

http://rpg.drivethrustuff.com/product/1 ... 40_0_0_0_0

- R

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 3:53 pm 
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Strong Fat Tongue

Joined: Tue Jun 26, 2007 10:19 am
Location: Cape Town, South Africa
raptor wrote:
Scramble has something that is really good for this. Throw him a PM.

I had a table top combat set of rules for 3 3/4 inch figures that worked on a d100 (percentage to hit) system. It was cool, except sniper rifles killed everyone and there wasn't anything short of an unfinished basement big enough to play it in...

Other than that, if you want to use something from an established system, GURPS recon was a pretty good fit for original 13 joes play.

http://en.wikipedia.org/wiki/Recon_%28r ... ng_game%29

http://rpg.drivethrustuff.com/product/6 ... -RECON-RPG

And while I've never played it, This looks very interesting.

http://rpg.drivethrustuff.com/product/1 ... 40_0_0_0_0

- R


I'd be interested in your system, Raps!

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 3:59 pm 
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Roleplaying GI Joe style - First, you get her a Baroness outfit, then let her begin to interrogate you...


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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 4:01 pm 
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RPG Spin Master
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Hmm. I'm sure I have it around somewhere with my CCG game that hasbro never picked up in the 90's.

That's a bitter story right there.

But having looked at Ryan's at one of the Canuck cons, his was better and more balanced than mine was.

- R

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Mon May 13, 2013 6:30 pm 
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Joined: Wed Sep 05, 2007 10:58 am
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Heavy Gear had a nice system and they had a good conversion for men vs vehicles fights.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Tue May 14, 2013 3:20 pm 
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Official JoeCustoms.com Canadian

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My military action RPG is only half conceived, and not all of my ideas are written down, but I can share the rules document I have. I'll try to remember to upload it to Googledocs tonight and share the link here.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Tue May 14, 2013 9:24 pm 
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MarkM wrote:
Roleplaying GI Joe style - First, you get her a Baroness outfit, then let her begin to interrogate you...


Go on.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 15, 2013 5:27 am 
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well i always stood my figures up on a board with a bad guy and a good guy facing each other so the board was covered with 1 on 1 brawls. then i shot paper wads with a rubber band and the last figure standings team was the winner. i guess in this situation you could roll dice at them to see who falls.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 15, 2013 8:19 pm 
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Official JoeCustoms.com Canadian

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Sadly, I can’t find where my file is saved, so I will summarize.

It is a d6-based system, where you roll to get target numbers based on a difficulty determined by the Game Master. Your default roll is 1d6, but you can add extra non-cumulative dice or cumulative bonuses to your checks based on your abilities. In any given situation, you consult your filecard to determine how well equipped you are to handle whatever you face. The top of your filecard ranks your ability scores from 1-6 (something like Strength, Precision, Guts, Wits, and Charm). You also have your primary training, your secondary training, and your background, which is three sentences and one flaw, or five sentences and two flaws. When facing a challenge, you declare what you’re doing and how your training and backstory apply to the situation. You add your ability score to your roll. If you can justify that your primary training applies, you gain +3 to all rolls on this check. If you can justify that your secondary training applies, you gain +2 to all rolls on this check. For every element of your backstory you justify applies, you gain +1 to all rolls on this check. If you have any equipment that applies, you can add its equipment bonus to your rolls.
Total up your bonuses. You can trade a +2 bonus for an additional 1d6. So if you have 1d6+7, you can instead roll 1d6+5 twice, 1d6+3 three times, or 1d6+1 four times. If you’re facing a tough challenge, with a difficulty of 10 or more, you’ll want the best bonus you can get, whereas if it’s something simple, like a difficulty of 7, you’ll want to spread that bonus out for more chances to succeed. If you roll a natural 1, it is a failure.

Let’s look at an example.

Code Name: Snake Eyes
Strength: 3
Precision: 6
Guts: 5
Wits: 4
Charm: 1
Primary Training: Commando
Secondary Training: Ninja.
Background
1. Snake Eyes is the kind of loyal soldier who kicks butt and takes names.
2. He trained with the Arashikage ninja clan, whom he still has contact with.
3. More than one Joe owes Snake Eyes a debt.
Flaw: Snake Eyes scarred his face and completely lost the ability to speak in an accident.

Snake Eyes has to defuse a bomb. The bomb’s difficulty is 8, and it takes three successes to defuse. Snake Eyes explains that he will use his Precision (+6) to handle the defusing with a careful but quick hand. The GM accepts, and would have also accepted Guts (keeping cool in the face of death) or Wits (the need to know what you’re doing). The GM would also have entertained an argument for using Strength, but it would have to be really good. Charm was the real long shot.
Next, Snake Eyes says he will use his ninja training to defuse the bomb. The GM raises an eyebrow. Snake Eyes’ player explains that the human body is nothing but a machine, and a ninja is a master of shutting that machine down. He will apply these skills to shutting down a literal machine, the bomb. The GM decides “that’s just crazy enough to work” and allows it. Snake Eyes then asks if he can use his “more than one Joe owes Snake Eyes a debt” from his backstory to text communicate with Tripwire. The GM allows it too. Finally, Snake Eyes asks if he can use his katana, which provides a +3 bonus on Precision-based checks. The GM thinks that the Katana would be harder to use than Snake Eyes’ hands and votes against. That gives Snake Eyes 1d6 +9. He decides to hedge his bet and roll 1d6 +5 three times. If he rolls 3 or higher on each die, he defuses the bomb in one turn. He rolls, gets a 4, 5, and 6, easily defusing the bomb.

Villains have file cards of their own, but troopers don’t. Troopers gain their bonuses by using the characters’ flaws against them. For example, if a trooper were trying to capture Snake Eyes, Snake Eyes’ inability to speak works in the trooper’s favour.

Leveling is abstracted. If you achieve all mission objectives, it is a flawless success. You add a line to your backstory about your mission. If you succeed at most of your objectives, you add a line and a flaw to your backstory. If you fail your mission, you add just a flaw to your backstory.

There’s more that needs defining, like vehicle combat, weapon stats, balance, etc, but that’s the core of the game summarized there. If you’re looking for an established system, Marvel Heroic RPGfrom Margret Weis can be hacked into a GI Joe RPG no problem, and Super Genius Games already adapted Savage Worlds into an RPG type game with their Strike Force 7.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 15, 2013 8:25 pm 
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You could use The D20 Modern system or the starwars D20 system they also have rules for using 3 3/4 figures in the Starwars one.


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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 15, 2013 10:14 pm 
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JC Podcaster
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newwavepop wrote:
well i always stood my figures up on a board with a bad guy and a good guy facing each other so the board was covered with 1 on 1 brawls. then i shot paper wads with a rubber band and the last figure standings team was the winner. i guess in this situation you could roll dice at them to see who falls.

I used to do similar with rubber-tipped dartguns.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 15, 2013 11:59 pm 
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Ripe with kibble / Bojack Strobman
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i'm not going to take anything away from Scramble, because: AWESOME

however, my kids and I play superhero/joe wars with teams, and one on one fights

we have a plush d6, and whoever rolls higher, wins...

last man standing

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 22, 2013 8:06 pm 
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Looks like I'm gonna be working with D20 Modern, and I'm gonna try to run them as a sub-team where they are gonna be like a Joe CID/NCIS team.

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 Post subject: Re: Roleplaying G.I. Joe style.
PostPosted: Wed May 22, 2013 8:32 pm 
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Joined: Wed Sep 05, 2007 10:58 am
Location: Montreal, Canada
Might seem a weird question, but are you planning on using actual Joe figures and vehicles or will you use miniatures to act as the characters?

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