Perhaps my search-fu is weak, but I can't find any reference to this as an idea. I think Tannhauser would be an awesome RPG. Does anyone agree? Hell, i'd write a rules set and convert the setting myself if I thought people would use it.
Tannhauser as an RPG?
There is a French one, but it is in French, try searching for Tannhauser JDR. Use Google to translate and you may get some ideas. JDR is French for RPG (sort'a).
And now I wish i'd paid attention in French class...
Its annoying, as I want to read it, but its also nice as it shows that i'm not the only one thinking about it, I guess. Have you used it?
I have not tried these rules out, but I believe their based on the World of Darkness RPG rule set as it uses d10s for its dice system.
All in all there are several good RPG rule sets that could be converted to the Tannhauser universe, you may even try using one of the FFG RPG systems like Deathwatch, but i know very little about them. Anyone else got any ideas.
I know what you mean about paying attantion in French class, the only thing worse than my French is my Russian.
Maybe mounting GURPS system on Tannhauser universe (orusing Weird war II)
*twitch*
Not a big fan of GURPS...
I'm not terribly interested in TH as an RPG myself, but hey, it's still fun to talk about! =)
Anyway, I think any of the rules that have a World War II and later ruleset would probably work. From my experience in role-playing, Call of Cthulhu seems like it would be a natural fit since it includes both modern (and semi-modern, if you go with the 1920s ruleset) weapons and stuff like spells which would fit the "Weird War" part of Tannhauser. Of course, there are many other rulesets which would fit that description, and some that are dedicated to Weird War settings as well.
Other possibilities include D20 Modern, World of Darkness... and if you want to go with more obscure games, the FFG titles, Armageddon or even the Hellboy RPG (if you can find it and others who have it). Another ruleset that I've heard good things about but have never tried are the Savage World titles from Pinnacle.
Really, there are a ton of rulesets available that could handle Tannhauser, so the better question might be what *common* ruleset people here like best. OK, I'll stop babbling... =P
Also found this (not the larger JDR project but another individual's attempt) which may be of interest if you can read French or do not mind Google Translate's semi-accurate translations:
www.gss.online.fr/jdr/tannhauser
And no, I'm not actually searching for Tannhauser RPG stuff... just trying to flesh out some of my Companion (organized reference) entries, and finding some random pages along the way - go figure.
The concept isn't far fetched given the variety of established characters. Of course the player character on the other hand would be more stronger. I'm not sure what style of play would suit such a concept however.
I know some are divided over GURPS, but for me personally, I have had little experience with it outside of computer-based RPGs.
Personally, not a GURPS fan. I could go with World of Darkness. Alas, my french skills are nill. I could see it run in basic role playing rules as well. It would be fun for a 4 hour scenario.
dazedandconfused said:
Perhaps my search-fu is weak, but I can't find any reference to this as an idea. I think Tannhauser would be an awesome RPG. Does anyone agree? Hell, i'd write a rules set and convert the setting myself if I thought people would use it.
Sounds like a great idea. How about adapting 40K roleplay rules?
Alex
i like the idea too
I've used Tannhauser as an RPG in two separate one-shot convention games. The first time, I used Savage Worlds (as mentioned above) with the Weird Wars supplement. It ran well, was easy to pick up for a one-shot, and reasonably captured the feel of Tannhauser. The second time I used a FATE variant that I am adapting. I think this session was more fun, but with FATE, the GM seeds some control to the players, so the game got wild and and little over-the-top, perhaps deviating a little from the feel of Tannhauser.
Those still interested in this idae may want to check out True20.com, it's a genre independent RPG system, that is like a siplified D20 system, some work to make it work with Tannhauser has all ready been done.
This is the original post by Jadedbrush, I'm puting it here because it seem to have been forgoten by those on the True20 site and it is a little hard to find. I know it looks like a lot of gibberish, but if you have a basic understanding of the True20 system, and somewhat by extension the D20 sys. it may make sense to you.
Hi everyone after reading about the TannHauser Altered history timeline I was hooked and being a fan of role playing games I decided to convert the setting to True 20 and put a little bit of my own flair in it as well. I will try to give a basic outline of Archetypes and various npcs to help gamemasters and players alike.
I hope o get an guide for new powers,feats, and equipment up soon
Now on to the Game.
Operation: Tannhauser
True 20
This setting is based on the Operation: TannHauser board game by Fantasy Flight Games.
It is 1949, and World War I never ended. Over the last 35
years, neither great power – the Union nor the Reich – has managed to tip the precarious balance of power far enough to claim victory. But now, darker allies are being awoken and ancient secrets of warfare, Long forgotten, are poised to burst onto the battlefield. In the heart Of Central Europe, the secular crypts that hide the Obscura Cardinal
Cornerstones have just been discovered.
The end is near, and this is just the beginning…
GameMater’s Notes
• Stats 10 point buy
• Players start at 3rd level
• All players are Human
Archetypes
Organization
Army of the Union: Special Tactics and Recon
Warrior Archetypes
Delta Commandos
Delta Commandos are the soldiers of the Union, that are called in when the **** hits the fan, going to hell and back to accomplish their missions. They tend to operate in squads of 4-8 and are typically dropped behind enemy lines by means of a Union Army Drop Wing. They are known by ally and enemy alike for their tenacity and daring. If you cross one you cross them all.
3rd level Human Warrior (Delta Commando )
Stats: 10pt buy
Base Saves: Fortitude +3, Reflex +1, Will +1
Toughness: con+armor+misc
Base Combat Bonus: +3
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 4+int per level
Key Recommended Skills
Survival, Stealth, Knowledge (Tactics)
Feats 6 feats, 1 bonus from being human
Armor training Light, Armor Training heavy, Firearms Training
Choose rest from Warrior or general feats
Equipment
*Mk 1 Flashgun, *BG-42 Vest, Binoculars, Radio, rations, 3 frag grenades, camo clothing, Colt M1911A1, tool kit
Union Army Infantry
SpecTR has 3 divisions of Standard Infantry to use as they see fit. They are usually sent on standard missions of moderate importance or to support the various commando Squads.
3rd level Human Warrior (Union Infantry)
Stats: 10pt buy
Base Saves: Fortitude +3, Reflex +1, Will +1
Toughness: con+armor+misc
Base Combat Bonus: +3
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 4+int per level
Key Recommended Skills
Jump, Climb, Notice
Feats 6 feats, 1 bonus from being human
Armor training Light, Firearms Training
Choose rest from Warrior or general feats
Equipment
*M1 Carbine, *Padded Vest, Binoculars, Radio, rations, camo clothing, Colt M1911A1 Pistol, tool kit
Expert Archetypes
Alpha Commando
The alpha commandos are the frontline soldiers in the covert war with the German Obskura Korps. The are steadfast and loyal to the Union and will die to protect it.
3rd Level Human Expert (Alpha Commando)
Stats: 10 pt buy
Base saves: Fortitude +1, Reflex +3, Will +1
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 8+int
Key Recommended Skills
Notice, Stealth, Survival
Feats 6 feats, 1 human bonus feat
Light armor Light, Firearms Training, Evasion
Chose rest from role list
Equipment
*Mk 1 Flashgun, *BG-42 Vest, Binoculars, Radio, rations, 3 frag grenades, camo clothing, Colt M1911A1, tool kit
Engineer
The engineers keep the SpecTR warmachine running smoothly, coming up with new weapons and maintaining the ones we already got.
3rd Level Human Expert (Engineer)
Stats: 10 pt buy
Base saves: Fortitude +3, Reflex +1, Will +1
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 8+int
Key Recommended Skills
Notice, Knowledge (Mechanics), Disable Device, Craft (Mechanics)
Feats 6 feats, 1 human bonus feat
Firearms Training, Evasion
Chose rest from role list
Equipment
Binoculars, Radio, rations, 3 frag grenades, camo clothing, Colt M1911A1, tool kit
Officer
The Officer is responsible for their troops and leading and inspiring them to victory.
3rd Level Human Expert (Officer)
Stats: 10 pt buy
Base saves: Fortitude +1, Reflex +1, Will +3
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 8+int
Key Recommended Skills
Notice, Knowledge (Tactics), Gather Information, Diplomacy
Feats 6 feats, 1 human bonus feat
Firearms Training, Inspire (Courage), Benefit ( rank in the military Lt.)
Chose rest from role list
Equipment
Binoculars, Radio, rations, 3 frag grenades, camo clothing, Colt M1911A1, tool kit
Adept archetypes
This is where my own little creations come into effect, The current rules for TannHauser does not have any heroes or units and that use magic for the Union. So I thought I would even the playing field.
Omega Commando
SpecTR recruits any army service members that exhibit any signs of arcane aptitude, and train them to become Formidible magic wieilding warriors. Omega Commandos are deployed only in certain situations.
Omega Commandos use Charisma for their powers
3rd Level Human Adept
Stats: 10 pt buy
Base Saves: Fortitude +1, Reflex +1, Will +3
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 4+int
Key Recommended Skills
Notice, Knowledge (Tactics), Knowledge (Supernatural)
Feats 6 feats, 1 human bonus feat
Quicken Power, Firearms Training, Combat Sense Power, Supernatural Strike Power
Choose other powers or feats from adept or general feats
Equipment
Binoculars, Radio, rations, 2 Frag grenades, camo clothing, Colt M1911A1, tool kit
SpecTR Chaplain
SpecTR Chaplains of particular faith are reassigned and trained to work their faith to effect the real world. They are some of the most loyal and dedicated people you could meet. Wisdom is the primary stat for a chaplains power
3rd Level Human Adept
Stats: 10 pt buy
Base Saves: Fortitude +1, Reflex +1, Will +3
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 4+int
Key Recommended Skills
Notice, Knowledge (Religion), Knowledge (Supernatural), Sense Motive
Feats 6 feats, 1 human bonus feat
Dedicated, Firearms Training, Cure, Ward
Choose other powers or feats from adept or general feats
Equipment
Binoculars, Radio, rations, Holy symbol, Holy Book, camo clothing, Colt M1911A1, tool kit
Occult Researcher
The Army recently began employing magic in its covert war with german forces, to help uncover and decipher the knowledge they recruit people knowledgeable in the supernatural. Intelligence is the primary stat
3rd Level Human Adept
Stats: 10 pt buy
Base Saves: Fortitude +1, Reflex +1, Will +3
Toughness: con+armor+misc
Base Combat Bonus: +2
Defense Bonus: 10+cb+pb+db+size+Misc
Skills: 4+int
Key Recommended Skills
Search, Knowledge (Religion), Knowledge (Supernatural), Language
Feats 6 feats, 1 human bonus feat
Supernatural Talent, Firearms Training, Scrying, Second Sight
Choose other powers or feats from adept or general feats
Equipment
Binoculars, Radio, rations, Holy symbol, Occult Notes, camo clothing, Colt M1911A1, tool kit (Occult)
I´ll try FATE for TH next time I got my group motivated for modern RPG.
Xibalba said:
I've used Tannhauser as an RPG in two separate one-shot convention games. The first time, I used Savage Worlds (as mentioned above) with the Weird Wars supplement. It ran well, was easy to pick up for a one-shot, and reasonably captured the feel of Tannhauser. The second time I used a FATE variant that I am adapting. I think this session was more fun, but with FATE, the GM seeds some control to the players, so the game got wild and and little over-the-top, perhaps deviating a little from the feel of Tannhauser.
Hiyas!
Having played both systems quite frequently I'd say
Savage Worlds
is the one that, IMHO, fits with the
Tannhäuser
setting the best... It's "fast, furious & fun" -
really!
Savage Worlds
was made in response to awful things like
GURPS
,
or
(shudders)
Rolemaster!
The only other alternative I can see is the SilhouetteCore system, by Dream Pod 9, in which there is a setting called Gear Krieg (a minis wargame also!)quite similar to Tannhäuser's, but sans the occult. Mr N. Tesla works for the Axis & there's weird tech all around - mecha-tanks... It also could be a better fit for the Dust universe... come to think of it, the Gear Krieg miniatures game could've been made before the Dust boardgame....
Still, on its own, the SilhouetteCore system itself is just pulpy enough & can be tailored quite effortlessly to Tannhäuser & your group's expectations.
HtH
L