Quote:
Originally Posted by Fred Brackin
Personally I'd use either Gurps because I know it and it covers everything better than its' competitors or I'd use whatever edition of D&D had an adventure that covered what you want.
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Quite some years ago I ran a fantasy campaign set on the Pearl Bright Ocean as described in GURPS Cabal. The player characters were an Atlantean privateer captain who was spiritually married to his ship; the Irish god of physicians; the Greek god of the winds; the spirit of Errol Flynn after his ascent to godhood (talking of swashbuckling!); a female rakshasa going on a wanderhahr; and a Canadian métis woman fleeing from Lovecraftian entities. We used a lot of cinematic rules and the mechanics supported a very cinematic style of play, even though this was before the 4/e generalization of ! skills. I particularly remember Flynn doing sword practice with the rakshasa and using Sword! to flirt with her . . .