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Author Topic: Obscure Games?  (Read 19853 times)

jibbajibba

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« Reply #150 on: March 06, 2013, 07:39:35 AM »
Quote from: Kaiu Keiichi;634487
Aetherco's Cºntinuum RPG.  Very simple and fast, the best time travel RPG I ever played. The only issues is that you had to track ever act of time travel that you did down to the minute, on paper.  Aside from that book keeping, it was excellent.


one of the nice things about timemaster was that you could create a pardox feild once you solved the adventure anf leave a message to yourself detailing how you resolved the problem and how the plot worked so you could then save time, as you can only exist in the timestream of any parallel at a single point so saving time menas you can revisit the some of the time period you were in. As a GM you coudl also use it as a GM device if the plot got bogged down. The PCs find a note to themselves telling them what to do next, so as long as they remember to leave that note at some point int he adventure all is well :)

I do love time travel.
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Hezrou

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« Reply #151 on: March 06, 2013, 01:05:50 PM »
Quote from: jibbajibba;634759
one of the nice things about timemaster was that you could create a pardox feild once you solved the adventure anf leave a message to yourself detailing how you resolved the problem and how the plot worked so you could then save time, as you can only exist in the timestream of any parallel at a single point so saving time menas you can revisit the some of the time period you were in. As a GM you coudl also use it as a GM device if the plot got bogged down. The PCs find a note to themselves telling them what to do next, so as long as they remember to leave that note at some point int he adventure all is well :)

I do love time travel.



I know I'm pretty biased since I like Timemaster enough to have bought the rights, but IMHO it is one of the most playable takes on time travel. The Timetricks supplement really adds a lot of detail to time travel.

RPGPundit

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« Reply #152 on: March 07, 2013, 06:42:19 PM »
Quote from: Kaiu Keiichi;634487
Aetherco's Cºntinuum RPG.  Very simple and fast, the best time travel RPG I ever played. The only issues is that you had to track ever act of time travel that you did down to the minute, on paper.  Aside from that book keeping, it was excellent.


Continuum was awesome, for setting as much as for concept; but unfortunately the game just became so quickly bloated with notes that both the players and the GM had to keep track of it was ultimately hugely unwieldy for ongoing campaign play.

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Ronin

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« Reply #153 on: March 07, 2013, 08:03:06 PM »
Having never played it. Im curious to know why there is so much bookkeeping. Are their rules for paradoxes/butterfly effect or something?
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jibbajibba

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« Reply #154 on: March 07, 2013, 09:59:45 PM »
Quote from: Hezrou;634842
I know I'm pretty biased since I like Timemaster enough to have bought the rights, but IMHO it is one of the most playable takes on time travel. The Timetricks supplement really adds a lot of detail to time travel.


Agreed totally. And respects on getting the Rights.

(though I think the Law of Death is too gamist, and removing it actually gives the PCs a 'resurrection' option)
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JonTheBrowser

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« Reply #155 on: March 07, 2013, 10:56:07 PM »
My submission would be the Myrmidon Press version of Manhunter published in 1993.  It was later redone in a RIFTS version, but nothing RIFTS in the 90s can be called obscure.  I think the original game was though.



I liked it because of the strange grid based abstract ship building system.  And the combat system where different armours worked better than others at stopping different attack types.  Nothing unique or ground breaking, but it was just a fun sci-fi hodge podge game that I regret selling off years ago.

The RIFTS version was no substitute.

Hezrou

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« Reply #156 on: March 08, 2013, 01:08:27 PM »
Quote from: jibbajibba;635285
Agreed totally. And respects on getting the Rights.

(though I think the Law of Death is too gamist, and removing it actually gives the PCs a 'resurrection' option)


Thanks! It is a bit, but if you remove it your enemies can never be killed either.

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« Reply #157 on: March 09, 2013, 11:54:23 AM »
Quote from: Ronin;635246
Having never played it. Im curious to know why there is so much bookkeeping. Are their rules for paradoxes/butterfly effect or something?


Precisely. You had to keep careful track of absolutely EVERYTHING you did, because if you went back to the same time and space you couldn't end up contradicting what you did before or you cause paradox.

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« Reply #158 on: March 09, 2013, 11:55:48 AM »
Quote from: JonTheBrowser;635297
My submission would be the Myrmidon Press version of Manhunter published in 1993.  It was later redone in a RIFTS version, but nothing RIFTS in the 90s can be called obscure.  I think the original game was though.



I liked it because of the strange grid based abstract ship building system.  And the combat system where different armours worked better than others at stopping different attack types.  Nothing unique or ground breaking, but it was just a fun sci-fi hodge podge game that I regret selling off years ago.

The RIFTS version was no substitute.


I thought the RIFTS version was vastly better; and I remember I played the shit out of it in the 90s. It was probably one of my most-used sourcebooks.

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danskmacabre

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« Reply #159 on: March 09, 2013, 12:03:42 PM »
Quote from: Lynn;632696
I played in several sessions of Skyrealms of Jorune. Not such a great engine but the world was really fresh and alien, though not made by an obscure company.



I was going to mention this game.
I only played a few sessions and tbh wasn't really paying attention too how the system worked.
I really enjoyed the background/setting a lot.  

Dunno why the campaign stopped, perhaps I was the only one keen on it.

danskmacabre

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« Reply #160 on: March 09, 2013, 12:14:24 PM »
Quote from: Dirk Remmecke;265237
There are two games (and one ... supplement?) that I regularly take from my shelf just to browse and immerse in the naiveté and old-school-ness.

Dragon Warriors - Which has been brought back to life by James Wallis and should be on the radar of many RPGsiters because it has seen many discussions here as well. From 1985-1995 I mined the hell out of those paperbacks.


I run this game for my kids. It's their RPG of choice.
I used to own the old paperbacks many years ago, when I played it the first time round.

I have the reissue in the large hardback books now. The rules are pretty much the same and it's great fun for what it is.

TheHistorian

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« Reply #161 on: March 09, 2013, 04:29:05 PM »
Quote from: GameDaddy;632590
Wish I could get my hands on Thieves Guild I-V.


http://diffworlds.com/gamelords_thieves_guild.htm

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« Reply #162 on: March 10, 2013, 03:09:58 AM »
Quote from: RPGPundit;635638
I thought the RIFTS version was vastly better; and I remember I played the shit out of it in the 90s. It was probably one of my most-used sourcebooks.


When i said the RIFTS version was no substitue, I meant that it did things so differently that they're not that compariable.  Like d20 Call of Cthulhu in "Shotguns & Shoggoths" mode and Chaosium BRP Call of Cthulhu.  Same setting, very different implementations.

The RIFTS one was largely more RIFTS play.  But if you love that, then you'd probably find the RIFTS version more appealing.  The main strength of the Myrmidon version's system was that it was really fast compared to RIFTS once the guns cleared the holsters.

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« Reply #163 on: March 10, 2013, 12:50:12 PM »
Quote from: JonTheBrowser;635783
When i said the RIFTS version was no substitue, I meant that it did things so differently that they're not that compariable.  Like d20 Call of Cthulhu in "Shotguns & Shoggoths" mode and Chaosium BRP Call of Cthulhu.  Same setting, very different implementations.


You do realize that D20 CoC characters were far LESS combat-competent than characters in BRP CoC could be made to be, right?

The whole "d20 CoC is just powergamer combat stuff unlike the anticombat purity of BRP" is just ridiculous inanity from people who've never actually read the D20 game, or the CoC books.

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LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you've played 'medieval fantasy' until you play L&D.


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The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

selfdeleteduser00001

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« Reply #164 on: March 10, 2013, 01:32:59 PM »
Quote from: The Shaman;266462
A great game, and one I'd really like to run in the near future, but should this be considered obscure? FGU was a serious publisher, and there were four adventures/supplements published for FB.

I ran and played it quite a bit in the early 80s. Nice game, still available, well worth the purchase. Clean system, well placed in time and place, good scenarios.
:-|