Last month, I replayed Castlevania Symphony of the Night. I'll probably replay a few more CV games over the course of this month, as we head towards Halloween. And of course, as I've mentioned before, some day I want to create a Castlevania megadungeon and run that campaign. I've made two abortive attempts at it in the past, and way way back, when I finally made my version of The Haunted Keep in Karameikos (BECMI Known World), the dungeon was heavily inspired by Castlevania. But it wasn't a big, sprawling, exploration-focused megadungeon. It was really pretty railroady looking over it these days.
While on my evening walk with my 11yo the other night, we were talking a bit about gaming (computer and table top), and he was asking about my SotN replay. I finished it off last weekend (I took a trip to Istanbul, maybe more on that in a future post). And I mentioned I'd like to run a D&D Castlevania game some day. But he suggested I should run it not with D&D but with d6 System.
That's something I hadn't considered before. Besides D&D, I have considered RetroPhaze, the OSR game designed to emulate 8-bit and 16-bit JRPGs as the game engine. I think it might make a decent fit for the game. I've also considered modifying d20 Modern/d20 Past for the game. But honestly, I don't need to get back into the headache of running the 3E-era d20 system again.
d6 System may be easy to run, but as I was saying in my previous post, one thing it (and many other games) lack is a good step-by-step procedural system for managing exploration. Star Wars d6 assumed you'd be running the game almost like an interactive movie, jumping from scene to scene. And while that would work if I wanted to emulate some of the NES CV games (and various remakes), if I want something like SotN, where exploration of the environment leads to hidden treasures and access to new areas, D&D is still the way to go.
Or port some of those systems into d6, something I could do. I did it with 5E, and more or less it worked. I quit running 5E mostly because it's too focused on the simple core mechanic but with way too many exception-based special abilities.
If I ever do this, it will still likely be old school D&D based. The monsters, character types, spells, mechanics, etc. are all there. I'd be going through and removing some options from what exists, rather than adding in new stuff that isn't there to begin with. That's always a lot easier to do.
This is making me reconsider my revision to the first draft of Flying Swordsmen 2E. I've been going through it and streamlining the presentation. Simplifying my wording. Making the martial arts techniques simpler and easier to understand and hopefully implement. I'm nearly through the techniques, having about half of the Ku (black magic) techniques, the final set, left to pare down. I've done the Introduction, How to Play, Character Creation, and Skills sections. Once I get through with Techniques, I have Equipment, then GM focused stuff. As I revise and slim down my verbiage in the GM section, I may be putting in a few procedural systems for running exploration, NPC interactions/relationship building, martial arts training, etc. It's already there for Combat, of course.
I've got a real good feeling about this revision to the draft. I think it may end up being my best bit of game design. We'll see.