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Author Topic: GOAL SYSTEM GAMES mods  (Read 3396 times)

Offline jet

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  • Posts: 516
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GOAL SYSTEM GAMES mods
« on: March 03, 2010, 11:52:06 AM »
Hi Folks,

I've recently been spending a lot of time making terrain and painting models to play Chaos in Carpathia.  I began perusing the Chaos in Cairo ruleset as well the other night, and it got me to thinking - I really love playing this ruleset.  So I was wondering, Are there any fan-based mods of the Chaos In... series out there that cover other gaming genres?  My group is particularly interested in:

- 1920's Chicago gangs
- modern street gangs
- post-apocolyptic urban skirmish gaming
- cthulu-esque early modern horror
- Lost Worlds

It seems that the current Chaos in Cairo rules could be used to play other Pulp settings like Back of Beyond without being modified.  I also had a fancy that one could use them right out of the book to play a cthulu game (archaeologists=academic investigators, mummies=cthulu beasties, cultists of set=cultists of cthulu).

Anyway, I'd be very interested on any input from others on this topic, especially those who may have already experimented with similar ideas, or who are aware of mods that already exist.

Thanks,
JET

Offline Aaron

  • Scatterbrained Genius
  • Posts: 2351
Re: GOAL SYSTEM GAMES mods
« Reply #1 on: March 03, 2010, 01:17:56 PM »
I am biased since the authors are my neighbors and gaming pals, but I find them eminently suitable for modification. I did a variant for French and Indian War skirmishing and Lee did some stats for wild west gaming that are available for download from the Blue Moon site. I also wrote up some lists and scenarios for "Weird War One" that I'm happy to share.

There was/is talk of doing "Chaos in Chicago" for gangsters, but honestly everything you need is probably right there in the Cairo rules. Once you play a few games you really start to get a feel for how to come up with new abilities and gear to tweak things to your setting.

There is a Goalsystem Yahoo group and I know Scott and Lee are members of this esteemed forum, so if you have specific questions or want to run something by them they are pretty accessible.

Offline jet

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Re: GOAL SYSTEM GAMES mods
« Reply #2 on: March 03, 2010, 04:47:27 PM »
Quote
...but I find them eminently suitable for modification.

The rules or the pals?  lol

All joking aside, I would most definitely be interested in the mods you mentioned.    I can't seem to find the one's on Blue Moon's site though.  Do you have a link to them?

In any event, when I get home from work tonight I will join the Yahoo Group.  I'm wondering if I created profiles for a couple of factions, would someone with "inside knowledge" assign points costs.

Thanks for the info,
JET

Offline Aaron

  • Scatterbrained Genius
  • Posts: 2351
Re: GOAL SYSTEM GAMES mods
« Reply #3 on: March 03, 2010, 05:09:38 PM »
My pleasure. http://www.bluemoonmanufacturing.com/ is the link to the main page. You should get a red bar across the middle of the page with "Downloads Page for:" categories. The Wild West and Drums in the Ohio Valley pages have the ones I mentioned. There are rules for mounted figures on the swashbuckler page and there might be a few other things tucked away there. If you are interested in the WW1 horror stuff just send me an email to tobul AT pitt DOT edu and I'll send the file to you. At one point there was a possibility of it being released as a supplement with some miniatures, but I don't think that is on any of our collective radar any more.

Aaron

Offline P_Clapham

  • Mad Scientist
  • Posts: 998
Re: GOAL SYSTEM GAMES mods
« Reply #4 on: March 03, 2010, 11:52:16 PM »
I've had a X-com mod using a hybrid of the Supersystem rules, although at this points it's looking like it will be based on the Chaos in Cairo rules.  It's currently on hold, due to school right now,  but at some point in the future I'll be posting the warbands, new equipment and scenarios for it.

Doing Gangster warbands would be pretty simple with the Cairo rules, just about all of the weapons and gear for that era can be found in the equipment section.  There are rules for vehicles, which I haven't looked at or used per say.  The only changes or work you'd need to do for Gangster Goalsystem would be to come up with new Warbands and Scenarios.
"When in doubt, have a man come through a door with a gun in his hand.— Raymond Chandler

Offline jet

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    • Geektactica
Re: GOAL SYSTEM GAMES mods
« Reply #5 on: March 04, 2010, 02:47:41 AM »
Quote
The only changes or work you'd need to do for Gangster Goalsystem would be to come up with new Warbands and Scenarios./quote]

That's my only concern.  I would have no problem creating war bands, along with all of the associated skills and limitations.  Points-costing would be the challenge.

J

Offline P_Clapham

  • Mad Scientist
  • Posts: 998
Re: GOAL SYSTEM GAMES mods
« Reply #6 on: March 04, 2010, 03:25:14 AM »
How about taking the existing warbands then, and use them as a base?  I'm pretty much doing that for my Con game this April.  Using the Treasure Hunters from Chaos in Carpathia as the base for the SS Ahnenerbe archeologists, and the Archeologists from Chaos in Cairo as the British Musem.

Point wise.... well most of that stuff can be found in the New Edition of the supersystem.  The points wouldn't quite match up I think, but it would give you a better idea.  Here's a link to the free Chaos in Carpathia handout from Blue Moon.  It's got the game stats for the London Bobbies, perfect for the police incendently.  I'll break them down cost wise using the supersystem.

Offline P_Clapham

  • Mad Scientist
  • Posts: 998
Re: GOAL SYSTEM GAMES mods
« Reply #7 on: March 04, 2010, 03:50:32 AM »
London Bobbies (Max 2 Cost: 40 GBP)
Str 3 Agl 3 Mnd 3 Res 3 – total cost of attributes is 30points
Move: 5” DR Pool: 4 – no cost here, given move and DR are inherent to the system
Special Traits
Combat Attack x 2 – Combat attack can be found in the Super system, total cost 4 points
Sharp Senses x 1 – This can also be found in the Super system, total cost 1 point
Tough – not sure what this would fall under, so total cost 2 points
Fate: 3 – Also a mechanic inherit to the Chaos in Cairo system, no charge
Vitality: Henchmen – 4 models – I think super system henchmen groups start off with five members, either way the starting henchmen does not effect the cost unless you buy more
Equipment – Lets ignore the equipment for now, but subtract their cost from the group.  Bringing their GBP cost down to 33
Billy Club
Lantern

So super system wise, with no equipment they cost roughly build points 37 points.  Where as in Chaos in Cairo they cost 33.  So there is a bit of a discrepancy there,  but it's only four points.  More importantly using the Super system rules, you can match Character traits like Combat attack, and Sharp Senses to see which costs more.

Offline jet

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Re: GOAL SYSTEM GAMES mods
« Reply #8 on: March 04, 2010, 10:55:23 AM »
Thanks for that.  I shall play around with it a little in the coming weeks and see what I come up with.  In the meantime, I have lots of Gothic Horror to keep me going.

 

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