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If you Could own the Rights to one RPG, Which Would it be?

Started by RPGPundit, May 27, 2017, 04:06:59 AM

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kobayashi

Waste World by William "Bill" King. Best over-the-top gonzo post-apocalyptic/whatever fest. I would finish the line (one supplement per Mega cities). Maybe simplify chargen but the game engine is rock solid.

DavetheLost

The Whispering Vault So I could get it all back in print and add new stuff to this unjustly forgotten classic.

Doom

Quote from: JeremyR;964612Star Smuggler

It was a solitaire space trading RPG from DwarfStar

Holy cow! You're the other guy that bought a copy of that. My first mission, I met the gypsies, and they actually paid off. "Gee, this game is easy..."
(taken during hurricane winds)

A nice education blog.

Skarg

Either GURPS or TFT.

TFT is of course much less work to deal with, and doesn't have the stigma and expectations of GURPS. I would first re-publish the existing books, and then make a few new versions. First would be a TFT with pages re-organized and with house rules that patch the main issues I care about. Also glorious maps and counters and PDFs and tips on how to print one's own. Some convention games and videos to show off the tactical combat. Then I'd make an expert ruleset that plays about how I play GURPS with my house rules, but just low-tech. Then I'd add higher-tech versions and other content. I might try negotiating with SJG to see if we could agree on standards so all the material would be stat-compatible between systems, and publish conversion guidelines.

If I had GURPS, I would publish ready-to-play modules and campaign books, that condense the rules to the relevant playable stuff for the campaign. That way, new people to the system could actually have books they could learn and play with without being deluged with content that is irrelevant to anything they're liable to use. I would also probably make an Advanced Combat rulebook (just the advanced combat system, well-organized and tweaked a bit so the 4e bits I dislike are turned into my versions) and an Expert Combat rulebook (or two or three by tech level) that similarly present complete versions of the combat system with the really gritty optional rules worked in (stuff from Martial Arts, Technical Grappling, Low Tech, High Tech, Tactical Shooting, etc.). The Expert books would of course have my house rules and revisions in place of some stuff. And I'd hire others to do the types of content I am not into myself, so there would probably also be complete limited versions for other settings and playstyles. And of course a basic version (or several) to learn from. I might also look at making a rulebook generator system, where you select the optional rules and other stuff you do or don't want, and it generates a PDF of your ruleset. Oh, and there would be counters, usable practical vehicle rules, other generic GM rules for common situations (such as developed travel rules), and ready-to-play action adventure modules (like Orcslayer but it comes with all needed maps and counters or PDFs to print counters from).

KingofElfland

MERP not just for the reasons above, but if you completely owned the rights to it you could print great Middle Earth stuff without interference from the Tolkien estate. MERP was faithful to canon while still being great fun, imaginative, and new. Have to resurrect Peter Mullen though.

Abraxus

Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.

AaronBrown99

I would re-do WFRP 3e, keep the core dice mechanic, but eliminate the cards in lieu of talent/career trees like the Star Wars games.

Then re-release the 1e-2e campaigns and adventures with the high production values 3e had.
"Who cares if the classes are balanced? A Cosmo-Knight and a Vagabond walk into a Juicer Bar... Forget it Jake, it\'s Rifts."  - CRKrueger

Dumarest

Quote from: sureshot;964676Rifts. So that I could update and modernize the rules. Their is a great system buried somewhere in that cluncky mess. Rewritten for a beginner and modern the system could even rival Gurps and Hero System as a generic rpg.

So what does it mean to you to "modernize" rules? That seems to have no actual meaning as rules don't become obsolete due to changes in technology.

Krimson

"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit

Shawn Driscoll

There's no money to be made in tabletop RPGs (aka game-rule book-publishing). One would have to be a philanthropist these days, primarily producing a game as a labor of love.

Mordred Pendragon

Sic Semper Tyrannis

Spellslinging Sellsword

Definitely Dungeons and Dragons as it has the most market potential. Other games that I would add if I could would be Fading Suns, Runequest/BRP, Chivalry and Sorcery, WEG Star Wars, and MERP.

Just Another Snake Cult

Technically not an RPG, but rather a licensed property ideal for RPGs: John Carter of Mars
Congress shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof; or abridging the freedom of speech, or of the press; or the right of the people peaceably to assemble, and to petition the Government for a redress of grievances.

Charon's Little Helper

Dungeons and Dragons?

Why?  Because I like $ - and it's the most profitable by a large margin.

Dumarest

Quote from: Charon's Little Helper;964703Dungeons and Dragons?

Why?  Because I like $ - and it's the most profitable by a large margin.

People make money off RPGs? :eek: