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  • #16
    Well there's allways Rolemaster, gotta love them charts
    seriously though, the AD&D system is hideously imbalanced (non wizes suck horribly once you get to mid-levels unless you load them down with heaps of magic items) and not all that good for strategy (especially for the non-wizes)...
    Stop Quoting Ben

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    • #17
      Rolemaster is okay, how about science fiction RPGs?
      (\__/) 07/07/1937 - Never forget
      (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
      (")_(") "Starting the fire from within."

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      • #18
        I remember gamma world when I was reall young. but I was really too young to understand that game. and consequently can't remember anything about it except for mark V lasers or something .

        I remember car wars. but that wasn't really a rpg. although you did have a driver who could earn prestige and such. That was a bad ass game though

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        • #19
          Originally posted by Dissident
          mark V lasers or something .
          That would be mark V blasters (and mark VII blaster rifles) - and I didn't even need to look that one up! (Is this a good thing? )

          I must've had 50-60 PnP RPG's at one point, AD&D (original) included, and I think my favourites would have to be;

          Rifts (Palladium Books) : AD&D-like wrt game system and (IMO anyway) the best-ever setting/scope for an RPG.

          Torg (WEG) : Best all-round game system. Unique in the way it worked. Not easy to get used to but very robust. Also with an excellent setting.

          Paranoia (?) : Horrible clunky system but deserves a mention as an absolute riot to play - especially with a good GM.

          and AD&D itself. I guess everybody would come up with their own house rules, etc to fix/change the standard playing style (and it pretty much needed it too) but it was the first. Also the enormous number of accessories, modules, etc minimized the advance preparation time often needed for an extended campaign..

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          • #20
            Okay, here we go ...

            Dungeons & Dragons (Original Rules)
            Still one of the all time best rules out there, with a well developed world and many adventures. With TSRs release of the Rules Cyclopedia, compiling all the levels into one book (Basic-Master), and the Gazoteer series, it was very well supported. Simple rules, class based with a few failures. The rules were almost too simple, and the races were classes. Still one of my all time favorites. I own every gazateer, the original boxed sets, the rules cyclopedia and the Wrath of the Immortals rules for immortal characters.

            Advanced D&D (1st Edition)
            This system went too far the other way. They departed from simplicity and made the rules way way too complex. The variety in sub-races was nice. Not much in the way of continuity across the classes though. Some were very achetypical (Fighter, Wizard) others just a mess (Monk, Assassin). The Oriental rules included a monk too, but the western setting should never have had this class. Overall, a failure in my books. Still, I used it a lot, and still own just about every book (with newer covers/editions) except for the Fiend Folio. Manual of the planes was the only great success out of AD&D 1st. And I won't even go into psionics ...

            AD&D 2nd Edition
            This system was very successful in fixing some of the problems with 1st edition. THe rules were greatly simplified, and continuity across the class (wizards v specialists and clerics v druids especially) lined up nicely. The worst offending classes were eliminated (Monk, Assassin, Barbarian and Cavalier). In some cases, the simplifications went a little too far (lack of subraces, all classes a little too similar). Fortunately, the release of the Players Option series fixed many of these oversimplification weaknesses for people willing to use them, while maintaining the simplicity of a few basic archetypes to build off of. Psionics were fixed, but the outer planes ruined (Planescape ). All in all, my favorite system, until ...

            AD&D 3rd Edition
            Finally, someone came along and fixed the problems in multiclassing. In addition, combat rules are simplified further, and the new skills system and feats concepts are breathtaking. The only flaw is the lack of ease in customizing some classes. However the Skills & Feats system negates this somewhat. They reintroduced the Barbarian & Monk, which I'm not wild about, although the barbarian seems to work a little better this time around, and introduced a Sorcerer class (finally magic spells without spellbooks!). I've outlawed monks in my normal campaign worlds, although I will allow it in a oriental setting. Prestige classes I'm not so happy about, but they do allow the idea of class customizability as little more (ala Warhammer RPG). And the Psionics book is fantastic. I'm enjoying 3rd edition a lot, even though it is a fairly radical departure from 2nd edition. I've got all the core books and the Psionics book.

            Rifts, Palladium RPG, Beyond the Supernatural
            Too complex, and slow to play. A new class for every possible concept they can think of, and the skills are loosely defined as to affect. The one saving grace is the combat system is wonderful in regards to modern combat, if very slow to use. However, the setting for Rifts (futuristic with magic) appeals to many of my players, so I have a dozen or so rifts books, and palladium & beyond the supernatural to intergrate those with rifts.

            Teenage Ninja Mutant Turtles
            Another Palladium RPG that suffers from the same problems. The only thing about it worth commenting on is that it is a lot more down and dirty than the cartoon ever was.

            Heroes Unlimited & Ninjas and Superspies
            These books, using the standard palladium rules, suffer from the same problems (complex & slow). However, the concepts (superheroes, superspies & martial arts) appeal to me more, and the martial arts combat system (augmented from the basic palladium rules) works so well that I've intergrated it into every palladium system I use.

            Runequest
            No classes is an interesting concept, and the variety of skills are fun and pretty well defined. I like that most characters start as a basic hunter/gatherer or farmer (skill wise). I also like the magic system, very different from the D&D rules (anyone can easily learn magic). The thing that kills the game for me is character complexity, which overwhelms all but my most experience players, and speed of play, which is slow slow slow. I only own the basic rulebook for this game.

            Warhammer RPG
            Class pathways are a fun concept in this game. You start with a common class (sailor for instance) and advance from there, similar to the Runequest idea. A large variety of skills. I remember not being very impressed by this game, but can't remember why at the moment, since I haven't pulled out my rule book for it in a decade. That says it all to me.

            BattleTech RPG
            Let's just say they should have left it as a table top wargame.

            Gamma World
            The second RPG I ever played. I vaguley remember it as complex but fun. The post apocalyptic setting was probably why I was willing to put up with trying to figure out all the rules, since that was brand new to me at the time, and interesting for a short time. I doubt I would enjoy it anymore, since that setting bores me now.

            Dragon Roar
            The first RPG I ever played. Simple, set in a Tolkien like world, and fun. Used cardboard squares with pictures on them to represent your characters (ie cheap minatures) and was heavily dependant on their use. I'd be very suprised if anyone had ever heard of it.

            Top Secret
            A terrible rules system, but fun as hell to play anyway because of the setting (My name is Bond, James Bond ...)
            Fitz. (n.) Old English
            1. Child born out of wedlock.
            2. Bastard.

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            • #21
              Let me see what I have/had played:

              D&D (Original Rules)

              A very simple introduction to the RPG concept. The game bears many of the same faults as AD&D. I have fond memories of adventuring in Keep of the Borderlands. I still have the original box set and Ardrium Grimore (sp?).


              AD&D First Edition

              Have many flaws, such as class-based characters, alignments, hit points, levels, the magic system, among others. In other words, just about everything. The books are fun to read though.

              As Boshko pointed out the system tilts heavy towards spellcasters, and there are just way too many magic items. Not even in LotR you find so much stuff floating around.


              Runequest

              Interesting battle magic system and quite an elegant system of rules for "contest." The list of deities are definitely neat and the rune-based power system is still unusal. As opposed to Fitz I found combats are resolved quite quickly. One of the first RPG systems that replaces a character class system with a skill-based system. It has a number of unique monsters such as the Dragon Newts.


              DragonQuest Second Edition

              Very good FRPG system that borrowed heavily from literature. Also has a skilled based system. The magical college system has a nice coherence. The combat system is detailed and thus slow This game uses percentile dice instead of the usual D6's, giving better accuracy in combat and use of skills.


              Champions

              One of the best RPG system for depicting superheroes. The system is very clean, even though you have to roll lots of D6's for combat The system isn't as good when scaled down as characters become too tough.


              Ars Magica

              Perhaps the best system for role playing, the game skims somewhat on combat while focus on interactions.


              Rolemaster

              If you like lots of lists this game is for you


              Space Opera

              An interesting SFRPG with too many details. The system is somewhat too complicated. Cool gadgets, though.


              Universe

              Yet another SFPRG. Can't remember the details now though it seemed good at the time.


              Top Secret

              A lot of fun to play. The way experience is given is silly even though a notch above AD&D.


              Shadowrun

              A science fantasy RPG that has a bunch of quirks. The setting is very similar to that of Cyberpunk with magic added.


              Cyberpunk

              A SFRPG that's inspired by Philip K. Dick's vision of a dark future (think Blade Runner with additional stuff from Gibson's work (mainly deckers who can connect computers directly into their heads).


              Fantasy Hero

              A FRPG that's based on Champions. Somewhat lackluster, but we had some interesting campaigns that made up for it.


              Warhammer

              A FRPG that uses a career-oriented type approach. You start out in a basic career, bring up your skills and stats until you can meet the requirements of a more advanced career before you can switch. Has a bunch of quirks.
              (\__/) 07/07/1937 - Never forget
              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
              (")_(") "Starting the fire from within."

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              • #22
                All my most favourite roleplaying experiences have come from a referee that basically ignores whatever the rulebooks say and plays the storyline. That said, if we have to focus on rules then:

                Basalon: Fantasy game completely written from the ground up by our group. The Ref with all the ideas then wrote a complete city, literally house by house, with so many labyrinthine plotlines it was unbelievable. Just leaving the inn to get a loaf of bread from the market could turn into a major adventure. A system based on D20 stats and combat and % skills for everything else, with a magic system that is strongly based on the warlock boardgame. Most original concept: Mages fight to hold primed spells in, not to recall them. They are rightly feared because if you hit one and don't kill them then one of their "primed" spells will go off immediately. A mage with a forward-facing fireball spell 'primed' tends to find themselves leading the party, not being protected by the fighters

                Werewolf: Beautifully detailed world and solid mechanics

                Warhammer: Simple but effective system, strong world development

                Palladium: Nice career based system but can be abused by rules lawyer types since taking several careers at low levels can be significantly more effective than sticking with just one.

                Cthulu: Terrifying if done right.

                Twilight 2000: Guns galore. Need a good ref to get a story rather than an excuse for a firefight.

                AD&D: Lots of fun but you have to play for laughs because the system rerally does suck if you look too carefully at it. 3rd edition is looking significantly different but is on my hate list because they seem to be going for the 'release 100 additional compendiums to get all your spells and skills back' approach again.

                Rolemaster: Perfect for the roleplayer who loves to have a chart or specific rule to cover any situation rather than getting the Ref to make it up on the spot.

                Uni: Another unique system that we developed but more similar to original D&D. Strictly for fun sytem. Everyone has at least one silly magic spell, a bit like the Piers Anthony Xanth novels. You have to invent your own spell vocals to fit the situation, and the better and more imaginative they are, the better your spells work. Example character: Thumper the Ogre who can fly if she remembers to flap her arms. Example magic item: The cauldron of everlasting porridge.

                Pendragon: Great fun for playing Arthurian Knights but the prewritten adventures are terribly linear, fairly lethal and sometimes almost impossible to complete. With a little tweaking the Round Table atmosphere is very enjoyable. No thieves or mages around to kick up a fuss at the goody-goody behaviour of the knights
                Last edited by Grumbold; August 17, 2001, 21:52.
                To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                H.Poincaré

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