Because I'm sick of having to wash the bile off

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darkmaster
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Because I'm sick of having to wash the bile off

Post by darkmaster »

Seriously guy, I'm running out of shampoo. So, how about this, for all the hate we enjoy here at the Den, none of us would care if we didn't like something about TTRPGs. What's your favorite TTRPG, what do you like about it. And please, please, if you absolutely need to rebuke someone's opinion, make another thread.

I'll start. My favorite TTRPG has to be M&M, it was my first, and feel like it's about as flexible as a game can get before you throw out your dice and play pretend, smacking sticks together with your friends. It has it's problems true, but the devs talk pretty openly about things, and reading their posts on the Atomic Think Tank you get the feeling that they care about making the game as good as they can.
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Post by kzt »

I love HERO. Much as it sucks in some ways, I still love it for where it works and what you can do with it.
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Post by Prak »

I really like Werewolf, for all it's flaws. I attribute it to the fact that magic item creation, at least minor item creation was actually fun and easy and didn't demand major character traits to be given up, and that it was the first long running game I played in, and is probably the longest running game I played in.

I also love D&D. I recognize a lot of it's flaws, and I am constantly tinkering with it, but I love it. It was my first RPG, and I will always love the weird dungeonpunk game. As hard as it can be for me to find a game that's really my style.
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Post by Fuchs »

D&D and Shadowrun, respectively. I house rule the heck out of either and change the offical settings a lot, but they are adaptable enough to cover both my heroic fantasy and SciFi games.
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Post by Lokathor »

SR 4 and Earthdawn 3
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Post by fbmf »

D&D 3.tome/house rule hybrid and Star Wars D6.

SWD6's flaws are legion, and we house rule it all to shit, but we've also been playing the same campaign since 1997 so we all trust each other and more or less play well together. We also add in elements of Call of Cthulu and WH40K.

Game On,
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Post by Juton »

My favourite is Mutants and Masterminds 2e.
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Post by Grek »

I've been going on a Ninja Burger kick lately. But mostly I play D&D in whatever edition.
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Post by Maxus »

For all its craziness. D&D 3.x. Especially Tome.

As for settings...well, one of the first ones I read was Dragonmech, and I liked a lot of the bits.
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Post by Chamomile »

I've been a pretty big fan of Star Wars: Saga Edition so far.
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Post by Red_Rob »

Our group only started playing 3e about 3 years ago so I guess we're still in the honeymoon phase. Still, 3.Tome is probably the best RPG system we've played. As a child of the 80's AD&D 2e is the system I cut my teeth on, and 3e pretty much takes the 2e systems and makes them work properly whilst still being recognisably based on classic D&D.
Simplified Tome Armor.

Tome item system and expanded Wish Economy rules.

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Post by Josh_Kablack »

Favorite TTRPGS to actually play:

Feng Shui - the genre emulation this does is brilliant. The mechanics engine is pretty decent too.

HERO - Both flexible and very crunchy. Given a group who understands the ruleset and a MC who can be consistent in where they draw the "too cheesy" line, then I probably would never play anything else. Sadly, those too requirements are actually pretty steep.

3e D&D - (just about any rules subset, so long as the specifics of the set are made clear at chargen) - This is huge and still has a huge playerbase, making it easy to find games.


A couple games I never actually got to play, but still loved reading:
  • Munchausen,
  • Teenagers from Outer Space,
  • Power Kill
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Post by Mistborn »

3e is actually really awesome if everyone is playing good classes.
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Post by Vebyast »

I had a GURPS campaign that I greatly enjoyed. Started off in 3e and eventually switched to 4e. Having a highly experienced GM helped, as did setting the dials to "DND", but the system was definitely one of the reasons the game worked as well as it did.
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Post by Korgan0 »

Nobilis was one of my favourite RPG's to read (partly because the book is absolutely gorgeous), but Shadowrun 4e is probably my overall favourite.
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Post by fectin »

3.5 is one of the most robust systems I know, and it's an actual system (not just handwaving).

Exalted really encourages you to turn everything to eleven. That's pretty much true no matter what you're doing.

Danger Patrol! is looney, but trivial to run and fun.
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Post by phlapjackage »

Earthdawn for the fluff.

GURPS and HERO system for the rules.
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Post by mean_liar »

Street Fighter: the Storytelling Game
- for the tactical combat system. Needs a GM that embraces the pulp.

Ars Magica
- being a 13th century nerd is fun. The method of longterm character development is pretty boss.

Mutants and Masterminds, 3e
HERO
- both are good-enough universal systems for over-the-top action.

Rolemaster Standard System, with all extensions
ADnD2e, with all extensions
- I know how to make a stupidly awesome powergame character in these systems. I still love powergaming. Whatever.
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Blasted
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Post by Blasted »

I've had most fun playing VtM and Paranoia.
I think one of the intractable problems is that who you're gaming with usually matters more than what you're actually playing.
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Post by kzt »

Blasted wrote:I've had most fun playing VtM and Paranoia.
I think one of the intractable problems is that who you're gaming with usually matters more than what you're actually playing.
Yup. One of the games I enjoyed most was a Bushido game. Bushido is the answer to the question "What would a game that combines the worst aspects of RuneQuest and AD&D be like"?
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Re: Because I'm sick of having to wash the bile off

Post by OgreBattle »

darkmaster wrote:Seriously guy, I'm running out of shampoo. So, how about this, for all the hate we enjoy here at the Den, none of us would care if we didn't like something about TTRPGs. What's your favorite TTRPG, what do you like about it. And please, please, if you absolutely need to rebuke someone's opinion, make another thread.

I'll start. My favorite TTRPG has to be M&M, it was my first, and feel like it's about as flexible as a game can get before you throw out your dice and play pretend, smacking sticks together with your friends. It has it's problems true, but the devs talk pretty openly about things, and reading their posts on the Atomic Think Tank you get the feeling that they care about making the game as good as they can.
I enjoy reading RIFTS worldbooks, and it is nice that K.Siemba just honestly says "we make no attempt at balance, the GM arbitrates screen time between the dragon and the hobo". And the hobo can always get turned into a juicer.

Also been reading more Shadowrun rulebooks. I wonder if it'd work for Metal Gear.


And I'm on the Den because you guys have good discussions about mechanics and the reasons why things work or fail just with the math. That's handy. The Tomes are a fun read that has a really deep, loving understanding of 3e delivered with humor that is humorous.
Last edited by OgreBattle on Mon Jan 21, 2013 3:52 am, edited 1 time in total.
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mean_liar
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Post by mean_liar »

I haven't been following MnM for a while: is there a method of using organizations, proxies, agents, or some other mechanical methods of playing some kind of nation/corporation/faction?

Stated equivalently: is there a zoomed-out, realm-management toolkit for MnM?

If so, it'd be my fantasy game ruleset of choice.
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Post by darkmaster »

There are certain benefit feats in 2e that make you a ranking member of an organization like a general or, a high ranking member of an agency. Wealth isn't really a thing in M&M so running a country doesn't really help you when it comes to equipment and such. You could, in theory, apply the wealth rules to a country or such by taking the wealth levels and just increasing their scale. And then figure out the income of a country by size and tax level. Then you'd have to figure out a system of logistics, an organization should have... a gather info rank, a recruitment rank, an income rank, a PR rank... a lot of stuff. But so far as I know mos things organizations have in M&M are fluff with specific equipment and such packed in.
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Post by Josh_Kablack »

mean_liar wrote:Street Fighter: the Storytelling Game
- for the tactical combat system. Needs a GM that embraces the pulp.
That shoulda been on my list of "read and enjoyed but never got to play"

I do get the impression that it needs not merely a GM, but an entire group who embraces the pulp.
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Post by phlapjackage »

Koumei: and if I wanted that, I'd take some mescaline and run into the park after watching a documentary about wasps.
PhoneLobster: DM : Mr Monkey doesn't like it. Eldritch : Mr Monkey can do what he is god damn told.
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