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I finally played through Bloodborne and now i feel like the setting
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I finally played through Bloodborne and now i feel like the setting would be awesome to run a campaign in.

Thing is, I have no idea what system would be good to use for it. My first idea was some incarnation of DnD but the guns and massive weapons quickly shot that idea down. And since i usually play more Sci-Fi thena fantasy don't really know of any other Fantasy games that would fit. My hope is that you guys can point me to a system that i can use tor un it in. I don't mid a bit of houseruling/refluffing but i don't want to have to rewrite half the rules just to make a system work with the setting

TL;DR: Want to run Bloodborne campaign. What system fits best?
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>>46181925
>bloodborne themed game
Congrats on being unoriginal.

Anyways, I would run No-caster pathfinder with cheaper guns, armor as DR, wounds/vitality system, and let players use syringes on fallen beasts to generate tiny health potions they can use on themselves as a swift action.

The problem with bb is that everyone has more or less the same fighting style.
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>>46181925
>What system fits best?

It's called Video Game RPG Of The Month (VGRPGOTM), you can find it on every rpg-related site, every month a new splatbook comes out.
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>>46182208
Yeah i'm original as nobs.
I'm not really too convinced about pathfinder but if that's the closest i guess it'll do
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>>46182208
>using pissfinder
Just stop. Savage Worlds does exactly what you just said and better. No classes either.
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>>46181925
oh great, anon, you just reminded me that the guy up to DM our next campaign is currently obsessed with Bloodborne
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>>46181925
GURPS or Savage Worlds. Those are the ones /tg/ will constantly suggest.
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>>46182784
Because they're pretty good suggestions for doing any setting that you want. The only problem is that they require more prep time because of all the tools at your disposal, but the product can be pretty neat
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>>46182751
is that a bad thing?

or is he a bad GM?
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>>46181925
Savage Worlds for sure.
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>>46181925
What do you want to emulate about it? What will your campaign be about?

Hunting monsters, Van Helsing style? World of Darkness Hunter or Savage Worlds, depending on the power level you want. Maybe even Dark Heresy or WFRP.
Cosmic Horror with investigative elements? Call of Cthulhu's an option.
Just want to use the setting to tell a story? Use a narrative game engine like FATE or PbtA.

Asking "what system would you use to run setting X" is kind of useless, because a lot of settings are big enough to handle a couple of different styles of adventure.

What are the actual elements of the game you want to emulate - the brutality of the combat? The psychological descent into madness? Try to nail what those are and it will be easier to suggest a system.
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>>46182784

GURPS is the "literally does everything" option, even if it's not exactly your cup of tea.

Savage Worlds is the "pretty much best choice for videogame/flavor of the month RPG conversion" option.

There's occasionally others, and those tend to align along different genre lines like horror and investigative systems. And anything that needs to be loose and fast-paced will take a more narrative system over one that can mechanically do anything.
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Emulating Bloodborne is much more about tone and atmosphere than mechanics. You want something to support that tone, so D&D is immediately out, but you should work from setting and description first before you try and figure out what system does trick weapons best.
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>>46185093
I have a variant setting document here for a bloodborne-esque kind of RPG(moderate-low magic, non-steampunk, faux early gothic sort of thing, with monsters and such...), needs a map and a few details, but its got a lot in terms of plot-trees and side missions and background...
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Check out Shadow of the Demon Lord. Inspired by the likes of Warhammer Fantasy, Diablo, and other dark fantasy. Only goes up to level 10 for now, but it does that partly on the assumption that barely any D&D games actually last long enough to get past level 10, and those that do usually just kinda taper off. They will add support for it though, eventually.

http://www.rpgnow.com/product/155572/Shadow-of-the-Demon-Lord
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>>46185563
here it is if you're curious...

>>46185569
that looks interesting, got a DL link for the core book?
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>>46185623

Yeah, here:

http://www.uploadmb.com/dw.php?id=1443549015

Let me try to find a few others, namely the Demon Lord's Companion.
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Aaand this is Demon Lord's Companion:

http://www.gboxes.com/k8qothuyrmo4

Can't find Tomb of Desolation, which adds revenants, salamanders and vampires as playable, I just ended up buying it myself along with most of the DL stuff 'cause it kicks ass.

There's also play aids here:
http://schwalbentertainment.com/play-aids/

and reference tables here:
http://schwalbentertainment.com/play-aids/shadow-of-the-demon-lord-reference-tables/

I swear to jesus christmas if there's a way to turn all those plaintext into actual links I'd use them, but I've never really linked anything on this here site, sorry
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>>46182936
I'd honestly suggest going with Reign and have the players set up and run a company whose purpose is to function as an impromtu center for blood healing to deal with a minor outbreak in a valley filled with a few sparse villages, somewhere near the bygenwerth lake (probably before the split with cainhurst), otherwise you'd basically end up playing a campaign as that group of hunters who fuck you over the first time you're going through yahagul, and then everyone's gonna fight over who gets to be the mad fucker in nothing but a loincloth, a fencing mask and whose weaponry consists entirely of a set of giant crab claws duct taped to their hands

Though thinking about it, those three hunters is probably how you'd want to handle "role specialisation" or "classes" - basically seperate hunters by type of weapon they prefer and specialisation, linking each group to a specific covenant or workshop faction, so Powderkeg Hunters focus on big spike damage via cannon or spike gauntlet thingie, Cainhurst Knights on light weaponry, bloodtinge and bloodtinge defenses, Executioners focus on Arcane and elemental damage, Church Hunters on using Beasthood to add power to heavy two hand weaponry, while orthodox Workshop hunters (which include Hunters of Hunters) focus on fast weaponry and mobility.

A thing with using ORE as well is that you could easily wedge Parrying and visceral attacks, either have it function as a specialised sort of called shot to whatever limb (or whatever) the attack is using to attack with, or simply have it be a case of "I try to parry as they attack" and if the roll is good enough to be "faster" than the target, and the target chooses to do an attack that can be parried, the target can't act for a turn and they're open to a visceral attack during that turn (which does Might + Reflexes in severe wounds to the target's chest).
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>>46187681
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>>46187707
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>>46187731
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>>46187753
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>>46182784
>>46184954
GURPS will not work with Bloodbourne. I say this as a long-time GM of it.

Comically oversized weapons being slowly swung will always be outperformed by sensible weapons used as sensible weapons. As in reality. You need a system with more abstraction.
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>>46185706
>>46185953
>>46185569
OP here. I quickly skimmed through the core book and it seems like the perfect match for me. I can easily use this without almost any refluffing at all.
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So here's how I'd handle hunter weapons following REIGN's system. I've been thinking about this for a while but here goes:

Firs you have the Basic weapons. Basic weapons are what your Hunter weapon is in its untransformed state. A weapon with Slow means its with is decreased by the amount presented to determine when it goes in an exchange. Fast is the same except inverse. Your options are:

Sword: Most basic. Deals width in killing damage on a hit.
Axe: Slightly bigger, slightly heavier, deals with +1 in killing damage on a hit. Requires at least a body of 3 to wield.
Club: Bludgeoning weapon. Deals width x 2 in shock damage.
Claw/Knife: Small but quick. Deals width in shock +1 killing damage and has +1 Fast.
Spear: A piercing weapon. Deals width -1 in killing damage but can strike enemies up to 5 feet away.

These are just the basic weapons though. The important part is their transformed qualities. Each weapon gets one (and only one) transformed quality. Transforming a weapon can be done as part of an action by reducing the speed of your attack by 1. Your weapon's basic properties remain but their stats are also influenced by the transformed quality you add on.

Reach: Your weapon either extends out or grows a lengthy handle. Your weapon adds 5 feet to the range at which it can hit an enemy. Additionally by reducing the speed of your attack by 3 you may make an attack roll against everyone within 5ft of you.
Giant: Your weapon grows big and unwieldy. You permanently reduce the speed of your attacks by 1 as long as it's transformed. But every single time you successfully hit an opponent you knock off two dice from their set rather than one.
Fire/Bolt: Your weapon deals an additional amount of elemental damage. Either an additional 2 area dice of elemental damage on its next attack to anyone in front of you, or it deals +1 of the element type damage on each attack for up to 5 rounds.
(continued)
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>>46189080
Vileblood: Your torso takes 1 shock damage every turn you hold this weapon's transformed state. You also deal an additional +2 blood damage on all subsequent attacks.
Bloodletting: Alternatively you can deal 4 area dice in killing blood damage to all enemies within 5 feet of you. Doing so causes your Frenzy to increase by 5 (10 is when your blood explodes out of you).
Church: You can give yourself up to 4 damage to your torso to deal an equal amount of damage to your opponent on your next attack.
Arcane: Your weapon is considered to deal arcane and physical damage. Additionally you can expend Quicksilver bullets to attack opponents up to a medium range.
Powderkeg: You can expend quicksilver bullets to attack opponents at a medium range or you can opt to slow your attack by 4 to multiply your damage by 2 (all additional damage is fire damage).
Beast: Your weapon deals +1 killing damage and you're also considered to have the effects of a Beast Pellet as long as it's transformed.

And that's it I got for transformation qualities.
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>>46187875

Glad I could help! The system's a real blast. Their main focus is gonna be on fantasy but they're coming out with both a Mad Max-esque setting and a sci-fi Aliens-inspired setting later on, so keep an eye on those in the future if that interests you.
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