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Games that need(ed) a 2nd edition

Started by Aglondir, September 03, 2019, 03:34:00 AM

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Marchand

Quote from: Shawn Driscoll;1102190Basic D&D
Classic Traveller
FTL: 2448

Totally disagree re. Traveller. They caught lightning in a bottle the first time. It's all been downhill since then*. I saw a review of a later edition that described the degeneration of Traveller as being the RPG equivalent of hillbilly incest cloning, which is harsh but funny.

*OK not quite, T4 was an improvement on TNE in my opinion, but T5 is another step down.
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RPGPundit

Only games that were crucially flawed mechanically speaking really needed a 2nd edition. Space:1889 comes to mind. Too bad it never got one.
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Rhedyn

Quote from: RPGPundit;1120733Only games that were crucially flawed mechanically speaking really needed a 2nd edition. Space:1889 comes to mind. Too bad it never got one.
It got a Savage Worlds conversion.

Gagarth

Quote from: Rhedyn;1120762It got a Savage Worlds conversion.

And a Ubiquity conversion.
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RPGPundit

Quote from: Rhedyn;1120762It got a Savage Worlds conversion.

Yeah, that's not a new edition, that's euthanasia.
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Gagarth

What about a third edition Luftwaffe 1946 that would go down well.:D

[ATTACH=CONFIG]4168[/ATTACH]

No I haven't played it and I am not remotely interested in playing it.
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VisionStorm

#36
Not sure if this was the one a few others referred to (since there's been a couple of Marvel RPGs), but Imma vote for the old TSR Marvel Super Heroes RPG (FASERIP). It was an awesome, very simple yet extremely versatile systems that could handle a lot of stuff despite its simplicity, and only had a few quirks that didn't work very well (such as lack of random damage). A revised edition to work out the kinks, with expanded options and such, would have been awesome.

Quote from: Morlock;1120220Amen to that. What I'd really like to see is a point-buy 5e modern with no levels and no classes (except those bought as kits or bundles or whatever).

And War of the Lance 5e. And Dark Sun 5e. And Star Frontiers 5e. And Gamma World 5e. And Spelljammer 5e.

My main issue about a Dark Sun 5e is that they would pile a bunch of recent edition D&D assumptions, like adding Tiefling and Dragonborn (cuz they have to "exist" in every D&D world now, despite being made up fanservice BS) and a bunch of other races that were not supposed to exist in OG Dark Sun and actually go against the world's lore, given that there was supposed to be this giant race war in Dark Sun that killed off several races (including Gnomes and Orcs).

I also don't like a lot of material that was added to Dark Sun in later supplements (expanding beyond the Tyr region, adding Aarakocra and Pterran, which didn't exist originally, etc.) cuz they were created after Troy Denning left the project and didn't follow his vision or "feel" like proper Dark Sun stuff--more like arbitrary fanfic crap added by other people afterward. Almost makes me wanna go back to AD&D 2e just to play Dark Sun (though, 2e has its share of issues as an edition), rather than tar the setting with current year BS.

5e would also need a decent Psionics supplement first, since they're central to the setting.

EDIT: I would also second a classless/level-less and point-buy version of 5e, cuz I don't like class & level structures very much, and I think that as of 5e level-based progression has become redundant and almost completely reliant on bloated class features stretched out across levels in order to justify the existence of a 20 level progression. If +6 is the highest roll bonus you're ever going to achieve (other than Ability Score modifiers) and Combat Modifiers/Thac0 and Saving Throw progression no longer exist, then you don't really need 20 levels. You just need to keep track of your +2 to +6 "proficiency" modifier, which could just as well be "leveled"/improved separately for each proficiency in a level-less system, then buy a few additional class-like features separately on a case by case basis.

BronzeDragon

Quote from: Gagarth;1122808What about a third edition Luftwaffe 1946 that would go down well.:D

[ATTACH=CONFIG]4168[/ATTACH]

No I haven't played it and I am not remotely interested in playing it.

What I really wanna know is why a 1946 game has very early-war planes like the Bf 109E and the I-16 on the cover...

/pedant
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Jaeger

Quote from: Orphan81;1120232...

For my money, if you want Swash Buckling adventure... You cannot go wrong with "Honor and Intrigue".https://www.drivethrurpg.com/product/99286/Honor--Intrigue

+This.

Just ran a one shot for my normal Sunday group last weekend while the D&D GM was at a con.

Plays much better than it reads, and the fencing system works as advertised.

And while it could certainly use as pass through for a tightened up 2nd edition (and actual art direction); it is one of those game where the first edition got a lot right straight out of the gate.


Quote from: RPGPundit;1120733Only games that were crucially flawed mechanically speaking really needed a 2nd edition. Space:1889 comes to mind. Too bad it never got one.

Quote from: Rhedyn;1120762It got a Savage Worlds conversion.

Quote from: Gagarth;1120844And a Ubiquity conversion.

Quote from: RPGPundit;1121420Yeah, that's not a new edition, that's euthanasia.

This is a textbook example of what speaking truth to power looks like.

Savage worlds? Ubiquity? Why would you do that to yourself?

(I readily admit I'm very biased against anything savage worlds - that system just seems to tick all my 'don't make an rpg like this' buttons.)
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HappyDaze

Quote from: Jaeger;1122815(I readily admit I'm very biased against anything savage worlds - that system just seems to tick all my 'don't make an rpg like this' buttons.)

Would you mind stating what those buttons are and why they are buttons for you?

Vile Traveller

Chaosium's Worlds of Wonder could have been the dawn of a generic BRP system, but it was too bare-bones to get anyone using it. In addition, even within those <20 page booklets there were a lot of rules differences between the "worlds", so it wasn't really a universal system - the common core was just too small. A second edition could have pulled it together, and made different settings mere add-ons rather than completely new games where you had to re-learn all the rules (and be careful you were not mis-remembering stuff from another game in the line). Chaosium took the latter route, and still sticks to it today. The big gold book edition of BRP highlights just how many parallel developments there were of the system.