Wizards RPG revised based on the Ralph Bakshi movie(Whit)

tetsuo

Mongoose
The Wizards(Ralph Bakshi movie) setting is just crying out for a RPG.

I think probably the Runequest system for this game is great.

I think the Wizards universe can be expanded and modified from the movie.

In fact, a RPG called Fireland was proposed back in the 80s by a company called K society but was never published which bears a distinct resemblance to Wizards the movie.

The Wizards RPG published by Whit in the 90s was a disappointed overall for me.

What do you think?

If I were to do it, I would stay with the original setting and modify it with detail not covered in the movie. With approval from Ralph Bakshi himself.
 
I would love to see another treatment for this wonderful setting. I would do a handful of source books for this, one during the rise of the mutants, one during the final wars, and one dealing with left over mutants that survived the last war. Also a monsters/mutants book. A worldbook. And a gearbook. Of course thats getting to be alot of books but a nice page count of 80-100 pages, softcover for around $20-$25 each, I would buy the lot of them.
 
Same here.

The Wizards world just screams to be turned into a RPG, and I think the Runequest system is great for it.

Also I have an idea(extrapolated from teh movie)

Basically two major racial subgroupings:

Elder and Mutant.

Elders are the true ancestors of man who awoke from the long sleep, these include Elves, Dwarves, Faeries etc.

Mutant, descended mainly from humans but also include mutated/corrupted Elder races. Lots of subtypes(Lizardmen, toadmen etc.) since I think 1 million years of radioactive evolution has basically set the racial types, though there are lots of them.

Others:

These include Demons, spirits of all types, robots, Pure Humans etc.

Different from teh movie, there are no good and bad side. Both Elder and Mutant civilizations have their bad and good side.

Two major magics:

Sorcery and Spirit magics.

Very similiar to Runequest magics without Runes. Sorcery is basically magic from oneself while spirit magic is using magic with the assistance of Spirits(like Shamanism).

There are various subtypes such as technomagic, diabolic etc.
 
except wizards was a post apocalyptic setting with not just fantasy but high tech,robots,mutants,magic
maybe the only things not covered where space aliens & extra dimensional beings

I could see the Runequest rules being used but you going to have to add in the tech and mutants
 
Easilly done, the Runequets system is very flexible for that.

Witness Call of Cthulhu(the Mongoose Runequest system is similiar and still quite flexible).

Also Hawkmoon setting using the Runequest system also has tech in it too.
 
There was a Wizards RPG a while back but like many other "independent" RPGs, it had its own game mechanics- which sucked.
I don't know if it's still generate wide spread interest or not. Don't get me wrong, I'm a fan and watched the DVD last Sat. night but there's a lot of young people out there who probably haven't heard of it.
 
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