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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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drcheckmate Seasoned

Joined: 21 Mar 2006 Posts: 496 Location: Gator Country
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Posted: Sat Apr 28, 2012 6:14 pm Post subject: Daring Tales vs Interface Zero |
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So. Triple Ace and their Daring Tales of the Sprawl, or Gun Metal's Interface Zero?
What do folks use for their Savage Cyberpunk fix? |
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Mike Zebrowski Seasoned
Joined: 13 May 2003 Posts: 170 Location: Roseville, MN
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Posted: Sat Apr 28, 2012 6:29 pm Post subject: |
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Tales from the Sprawl are pulpy.
Interface Zero is pulp-free.
I prefer by my cyberpunk to be pulp-free, so I prefer IZ. However, Tales from the Sprawl has their rules available for free.
Mike Z |
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drcheckmate Seasoned

Joined: 21 Mar 2006 Posts: 496 Location: Gator Country
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Posted: Sat Apr 28, 2012 6:31 pm Post subject: |
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Cool.
What makes IZ "less" pulpy than Sprawl? |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1044
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Posted: Sat Apr 28, 2012 6:59 pm Post subject: Re: Daring Tales vs Interface Zero |
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| drcheckmate wrote: | So. Triple Ace and their Daring Tales of the Sprawl, or Gun Metal's Interface Zero?
What do folks use for their Savage Cyberpunk fix? |
Depends on what you want.
Tales from the sprawl is a "genre supplement" its mainly a thin veneer tossed over standard SW to give it that cyberpunk look, and lets you run a few adventures. Its not a fully developed setting.
Interface 0 is a fully developed setting with multiple books, and a second "edition" coming down the pipeline.
In the end, it comes down to your plans, and your desire to put in work.
If you want to run just an adventure or two, or you want to run a campaign where much of the work of building the world is up to you, then go with Daring Tales.
If you want a full setting, and a campaign world that you can make adventures in. Go with IZ. _________________ Aperture Science:
We do what we must, because we can. |
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Mike Zebrowski Seasoned
Joined: 13 May 2003 Posts: 170 Location: Roseville, MN
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Posted: Sat Apr 28, 2012 10:25 pm Post subject: |
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| drcheckmate wrote: | Cool.
What makes IZ "less" pulpy than Sprawl? |
IZ alters the damage system so that the game is very, very deadly.
Sprawl also alters the damage system so that PCs heal faster and they even get an extra bennie at the start of each combat.
Mike Z |
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drcheckmate Seasoned

Joined: 21 Mar 2006 Posts: 496 Location: Gator Country
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Posted: Sun Apr 29, 2012 4:55 am Post subject: |
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Would it be fair to say that Sprawl is more like Shadowrun, and IZ is more like the Cyberpunk RPG? (2013, 2020, take your pick of edition)
Are there any other important mechanical differences that folks can share with me without giving away the farm so to speak? |
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Rohan Veteran

Joined: 21 Aug 2008 Posts: 824 Location: Silver Gryphon Head Quarters
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Posted: Sun Apr 29, 2012 9:00 am Post subject: |
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Nothing against the fine folks at Daring, but we have been working on Wellstone City for Interface Zero...we feel that it's just a better fit for our style of games which tend to be violent, deadly, and much more in the vein of what IZ is and does than Tails from the Sprawl.
That having been said, we've played both here and they're both a lot of fun, depending on what we were feeling that night. _________________ Kevin Rohan, Content Director
www.silvergryphongames.com
Become a fan on Facebook: www.facebook.com/Silvergryphongames
Current WIP: Wellstone City Chronicles, Puppets, and One-liners |
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Wolfson Seasoned
Joined: 20 May 2007 Posts: 280 Location: In front of my computer, madly typing...
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Posted: Sun Apr 29, 2012 11:02 am Post subject: |
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| drcheckmate wrote: | | Would it be fair to say that Sprawl is more like Shadowrun, and IZ is more like the Cyberpunk RPG? (2013, 2020, take your pick of edition) |
Given that Shadowrun is really more Urban Fantasy than Science Fiction, and DT doesn't tweak the core Savage Worlds rules too much, it would be much easier to port Shadowrun into DT (by just adding races, Arcane Backgrounds, and the like).
My first thought when I ran into IZ was along the lines of "Cyberpunk has risen from the ashes!" While the settings are very different in a number of ways, IZ captures the rough science fiction edge of the cyberpunk genre very well. That's why I wanted to write for the setting.
So, in a word, I'd go with 'yes', although it would be a little too simplistic of a breakdown for my tastes.
| drcheckmate wrote: | | Are there any other important mechanical differences that folks can share with me without giving away the farm so to speak? |
Bearing in mind that IZ is going through some revisions and updates, here's where I'd put some of the major mechanical differences:
As has been mentioned already, combat in IZ is gritty, dangerous and deadly whereas DT has the more 'over-the-top' feel of standard SW. This is because IZ has rules in place that can potentially put a Wild Card out of a fight due to shock and trauma from just taking a Wound. DT, on the other hand, allows Wild Cards to pretty much just mow through Extras and then go kick some more butt.
IZ also has cyber trauma rules, which DT doesn't - in other words, there's no real penalty for taking cybernetics in DT, while in IZ the more you load a character up with cyberware, the more likely he is to have problems.
Cybernetics is one area in which IZ is being revised - some people like more hardware than IZ originally allowed for (at least for starting, low-end characters), so we're putting in some optional rules to allow for 'Heavy Metal' settings, and trying to broaden the potential scope of cybernetics.
In IZ, cyberware (or bioware) has mechanical effects much like Cyberpunk - modifications to die rolls and the like. Whereas DT makes cybernetics fairly generic... Most of them simply modify the Wild Die for an affected Trait.
I mentioned Arcane Backgrounds. While DT doesn't necessarily use them, they could be usable. Most of them are strictly forbidden in IZ, with the exception of psionics. Even then, we wrote the Zeeks supplement to create a grittier, less predictable version of psychic powers: no Power Points, and a character can potentially drop from Fatigue by over using his Powers.
Hacking is another area where IZ is being revised (a lot of people found the original Hacking rules a little confusing), but there are still some fundamental differences...
DT boils Hacking down to a form of Mass Combat. I kind of like how elegantly simple the system is, but it doesn't tend to 'feel' very gritty. IZ Hacking has a lot of permutations - and the prevalence of 'Hyper Reality' means that Hackers in IZ are akin to gods. The bottom line there is that both settings add Hacking as a skill, but employ it in different ways.
I'm sure there are tons of other things I could go into, but you should be getting some of the idea.
Although I'd also point to gear and equipment: If you like tech toys, DT doesn't really add many of them into the game. IZ, on the other hand, has tons of armor, weapons, vehicles, drugs, technology, and whatever else for your players to drool over (and spend their hard-earned credits on).
The bottom line for me is this: I have both settings, and have run them both. If I just want a quick pickup cyberpunk game without a lot of fuss, DT is the way to go. But if I want to run something deep and meaningful with a lot of 'personality' in it (which is most of the time), I'll go with IZ, hands down. _________________ Curtis and Sarah Lyon
- Savage Mojo Line Developers
- Freelance Writers and Editors
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drcheckmate Seasoned

Joined: 21 Mar 2006 Posts: 496 Location: Gator Country
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Posted: Sun Apr 29, 2012 2:21 pm Post subject: |
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EXCELLENT!
Thank you very much! |
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