Street Fighter The RPG
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I've convinced my TT group to play the old Street Fighter Storytelling Game on Saturday. I don't know why but I'm incredibly excited. I played the crap out of this game back when I was in High School and I'm hoping that revisiting it doesn't burst the nostalgia bubble it's been living in.
We're also going to take a look at the new Dark Souls RPG which I'm very excited for.
Don't why I felt the need to share this, I'm just that excited.
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I remember that game being really bonkers and unbalanced, but that was the name of the game.
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We had a lot of fun with that in college until the min/maxers in the group realized that it had a few game-breaking moves. It kind of devolved after that and ceased being fun.
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@ZombieGenesis I'm jealous as hell. We played the AAAAAAAASSSSS off of SFRPG back in the day. I'll be doubly jealous if you're using the card system to do the combats because that made it so much better.
For those not in the know, you could print out these little move cards like "light punch, medium punch, heavy punch" and on the cards would be the modifiers (+2 speed, +2 damage) etc.
Well, when you were "fighting" someone else you'd pick your move on a card and play it face down, then do initiative.
The way it worked was simple.
BLOCK had a speed of like +6 so you'd almost always be able to block FASTER than someone could do a Dragon Uppercut. So "mr badass" would think they're about to clean your clock so they'd play their "dragon uppercut" card face down, but if you ANTICIPATED that they were going to do this...you might put your "jump back" card face down. Voila. You jumped out of the way.
It kind of recreated the concept of 2 players going PVP trying to anticipate the other player's next move. Fun stuff. BUT OH GOD DON'T EXPECT TO FIGHT CHUN LI WITH A STARTER CHARACTER. She's got like 40,000 dots on that WoD-style character sheet.
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@Ghost We are def using the cards. My group in High School didn't like using them so we used the alternate system they list in the book. For this weekend, however, I'm embracing the game as it was meant to be played.
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I'm not saying that I'd bet Ares' built-in combat engine with FS3 could be adapted to recreate a similar card-like experience for tactics, but I am saying that I would pay money for someone to do it.
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@Ganymede It wouldn't fit within FS3, but you could definitely make a different card-based combat plugin using the streetfighter rules.
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If I understood more about integrating code with the web portal/scene system I'd be all over it. Sadly that level of skill is beyond me at this moment in time.
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@faraday said in Street Fighter The RPG:
It wouldn't fit within FS3, but you could definitely make a different card-based combat plugin using the streetfighter rules.
I could, I guess. Or someone could do it for me.
Will pay for code.
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@Ganymede said in Street Fighter The RPG:
@faraday said in Street Fighter The RPG:
It wouldn't fit within FS3, but you could definitely make a different card-based combat plugin using the streetfighter rules.
I could, I guess. Or someone could do it for me.
Will pay for code.
You know it's not a horrible idea.
Street Fighter setting being a society of fighters traveling the globe, fighting in tournamets, all to see who the best of the best is while thwarting the evils of M. Bison and Shadaloo. If you're able to create a system where players can PVP each other and have a "win/loss" ratio, create stables, where losing a fight doesn't mean your character dies? Might be a great idea for a game.
I mean a lot of players don't like PVP but if the major risk was simply "losing the karate kid tournament and having to train more to be ready for the rematch", players might be more into it.
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@Ghost said in Street Fighter The RPG:
I mean a lot of players don't like PVP...
It's funny because there is an entire sect of MUdome that thrives on it, Transformers players. It's almost unthinkable to open a Transformers game without combat code. I think the problem with most of the players in the part of the community we know is that they're WoD players and, in WoD, losing a fight generally means you're dead.
When it's just another tick in the L column though? It's not so bad.
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@ZombieGenesis said in Street Fighter The RPG:
@Ghost said in Street Fighter The RPG:
I mean a lot of players don't like PVP...
It's funny because there is an entire sect of MUdome that thrives on it, Transformers players. It's almost unthinkable to open a Transformers game without combat code. I think the problem with most of the players in the part of the community we know is that they're WoD players and, in WoD, losing a fight generally means you're dead.
When it's just another tick in the L column though? It's not so bad.
I seem to remember that there was a game that had a fighting system and allowed characters from a multiverse of video games: Street fighter, tekken, blaz blue, king of fighters, mortal kombat, etc. I forget what it's name is. I almost joined it at one point.
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@Ghost I remember that game. I can't remember the name but I played there for a bit. It was crazy but fun.
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It was called Match if the Millennium.
I think modifying FS3 is the best way to go because it has a combat engine that can pit you against NPC bots without the need for staff. And it is as fun as you might think.
Go for a spotless record. Beat up all the NPCs you want, or get beat down by them. Don’t matter; have fun.
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Here's why FS3 is not a good fit, and it's the same reason why my group ultimately quit playing Street Fighter.
Both FS3 and WoD were designed to accommodate a wide range of damage - fist fights to anti-tank rockets (or werewolf claws, in the case of WoD).
If you think of it like a rainbow, then all unarmed combat is necessarily on the "red" end of the spectrum. You need orange for melee weapons, yellow for small arms, etc.
So for an unarmed-centric system, like Streetfighter, you end up with one of two outcomes:
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All unarmed combat is just varying shades of "red", with very little differentiation between them. (this is the default FS3 configuration, where it doesn't matter if you throw a kick or a jab because they're virtually indistinguishable, mechanics-wise)
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You tweak the knobs too much, so some moves become yellow or even orange, and wickedly overpowered (this is Streetfighter - some moves were just unstoppable, and once you figured that out the min-maxers always won and the game wasn't fun any more)
I believe it would be possible to design a system that used elements of MMA strategy (speed, reach, angles, power) in a fun way, but I wouldn't use either FS3 or WoD systems as its foundation. I think you need something more rock-paper-scissors in nature so no one single strategy dominated.
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The hidden playing of cards is a way to emulate predicting or reacting to your opponent's moves. It's referred to as yomi in some circles, so if anyone is looking for ways to get that feeling with something other than RAW Street Fighter, that term may help you find some inspiration.
You'll also find at least one martial arts fighting card game by the same name.