TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Zachary The First on September 28, 2012, 08:01:10 AM

Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Zachary The First on September 28, 2012, 08:01:10 AM
OK, you've probably seen this sort of question before: which 5 RPGs would you bring with you on a desert island? Essentially, you'll have no internet, no outside communication, just a big bag of dice, plenty of pencils and scrap paper, all the character sheets you need, and an extremely captive group of friends.

For our purposes, we'll say an RPG selection here can consist of two or three "core" books. So if you picked Pathfinder, for example, you could bring the Core Rulebook and Bestiary. If you picked D&D 3.5, you could bring the PHB, DMG, and Monster Manual as one selection.

Bear in mind, though, this isn't about flavor of the week, or what's the current darling. These are the five RPGs you'll be playing from now until that coconut-fueled motorboat you're building gets you off that island, or a typhoon claims your party. So just list 5 games you're bringing with you...

Yes, I know you could "write your own" RPGs with the scrap paper and the like. Let's just take that as granted and move it off to the side for the purposes of this.

I'll let this thread go for about a week, and then count responses, to see what our overall Top 5 might look like as a site.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: thedungeondelver on September 28, 2012, 08:14:59 AM
AD&D - Monster Manual, Dungeon Masters Guide, Players Handbook
Hero System V - just need the one book
d20 Star Wars main book (v2)
Warhammer Fantasy Role-Play v1
Call of Cthulhu 4th Edition
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Grymbok on September 28, 2012, 08:42:03 AM
Five? That's rather generous...

AD&D 2nd Edition (I know, but that's "my" AD&D)
Savage Worlds
Skyrealms of Jorune
TORG
Space 1889
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: jadrax on September 28, 2012, 08:51:12 AM
Warhammer Fantasy role-play (2nd ed)
Advanced Fighting Fantasy (any edition that gets me Blacksand)
Call of Cthulhu (3rd ed)
Pirates of the Spanish Main (Savage Worlds system)
Castle Falkenstien (assuming I can have 2 decks of cards to go with it)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Doctor Jest on September 28, 2012, 09:36:38 AM
1.) D&D Rules Cyclopedia
2.) Savage Worlds Deluxe
3.) Hellfrost Setting (Player's Guide, Gazetteer, Bestiary) - although this uses Savage Worlds, it has 3 core books of it's own, so it seemed it should count separate
4.) Feng Shui (Core Book plus Golden Comeback)
5.) Hellas (either 2nd Edition or Core Book plus Princes of the Universe)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Zachary The First on September 28, 2012, 09:42:06 AM
Quote from: jadrax;586727Castle Falkenstien (assuming I can have 2 decks of cards to go with it)

Yep. Let's clarify to say if a game requires special cards or out-of-the-ordinary dice (DCC) to play, you can have the basics included, too.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Sacrosanct on September 28, 2012, 10:16:49 AM
1. B/X
2. AD&D
3. WFRP 1e
4. RIFTS
5. Twilight 2000



Assuming I couldn't bring my own ;)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: jeff37923 on September 28, 2012, 10:20:40 AM
1) Classic Traveller
2) Mongoose Traveller
3) Pathfinder
4) d6 Star Wars, Revised and Expanded
5) Mekton Zeta
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Panjumanju on September 28, 2012, 10:25:33 AM
Pencils and paper only last so long...I assume most paper-heavy games would have to mutate over time into character sheets that could be scratched into sandbanks, or perhaps use a simple pre-determined system of runes scratched into pebbles.

In which case, I would go for games of smaller rules or easier to adapt to a desert island setting, and games without heavy pop culture overtones. Wouldn't you become really sick and resentful of some pop culture content, like Star Wars? What good is playing Star Wars if you can never see it again? Is that still valid for most people?

And what about the generations that follow you on the desert island - assuming you all don't die off, of young people that would continue the greatest tradition of your tribe, roleplaying? Would Star Wars really capture their imagination?

I'm twisting the question from "what would you bring" to "what would be appropriate for", I realise.

//Panjumanju
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Panzerkraken on September 28, 2012, 11:25:17 AM
Cyberpunk 2020
Rifts
D&D 3.5
Star Wars 2e R&E
Hero System (the thinner brownish book, i don't remember what edition that was)

I was considering pulling CP2020 off the list, since if I have paper and dice I can pretty much write all the rules for it, but I'll leave it on for the exercise :)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Benoist on September 28, 2012, 11:39:31 AM
OD&D
AD&D
Astonishing Swordsmen & Sorcerers of Hyperborea
Call of Cthulhu 30th French
Vampire the Masquerade 20th

That was easy. :)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: thedungeondelver on September 28, 2012, 11:50:31 AM
Quote from: Sacrosanct;5867491. B/X
2. AD&D
3. WFRP 1e
4. RIFTS
5. Twilight 2000



Assuming I couldn't bring my own ;)

Man I thought about T2k but I dunno, being trapped on a desert island in scarcity might not make it that much fun...!
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: _kent_ on September 28, 2012, 12:19:06 PM
AD&D
OD&D
Empire of the Petal Throne + Swords & Glory vol I
Runequest 2e + Griffin Mountain + Cults of Prax
Dragon Warriors 1e
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Bland Joe Dwarf on September 28, 2012, 12:40:09 PM
Mongoose Runequest 2
AD&D 1st Edition (PHB, DMG, MM)
BASH Ultimate Edition
Vampire the Masquerade 20th Anniversary Edition
Call of Cthulhu
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Bobloblah on September 28, 2012, 12:51:57 PM
Heavy Gear - Heavy Gear 2nd Edition, Life on Terra Nova 2nd Edition, and Into the Badlands. Probably my favourite RPG, and one I'm always happy to go back to, as it's open to so many wildly different styles of campaign.

ICONS - ICONS, Villainomicon, and Team-Up (hopefully it's released before I get stranded!). A game that became my go-to supers system the first time I played it. Found out this game existed from a thread on this very site.

Bughunters - Bughunters, and Amazing Engine System Guide. Yes, that Amazing Engine game. The line may have been a dismal failure for TSR, but this small book provides enough material and ideas to keep me going for a loooong time.

Witch Hunter: the Invisible World - Witch Hunter, Enemies and Adversaries, and Blessed and the Damned. A somewhat clunky game that I still find charming. It fills the "Cthulhuesque" genre for me, although I'd go for the French version of Cthulhu 30th if my players could read French.

D&D 3.0 - PHB, DMG, MM. Struggled the longest with this one...my first choice would've been the Rule Cyclopedia, as it is probably the best single-volume version, but it lacks some of the variation I like. AD&D2E was also a contender, but only with a bunch of the Complete Player's Handbooks and some of the campaign setting material. I tend to actually use D&D3.5 (or occasionally Pathfinder) these days as it jives with setting and module material I've been using, but I ultimately prefer a lot of unaltered 3.0
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Were-Grognard on September 28, 2012, 01:06:59 PM
1. Some form of D&D.  Likely the 2e PHB & Monstrous Manual, or the C&C PHB and M&T, along with either the 1e DMG, or the D&D Rules Cyclopedia.
2. Keep on the Borderlands
3. Palladium Rifts (for a change of pace)
4. Mongoose Traveller (ditto)
5. D6 Core Set (Adventure/Space/Fantasy, to round out any other gaming needs)

Come to think of it, this would also be what I'd get first if I somehow lost my game collection (*knock on wood*)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: grimshwiz on September 28, 2012, 01:24:06 PM
1: Moldvay/Cook/Marsh BX
2: LotFP
3: Barrowmaze I and II
4: Carcosa
5: Other Dust
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: GameDaddy on September 28, 2012, 01:47:24 PM
Easy Call...

0D&D/Rules Cyclopedia
Traveller
Fudge
Aces & Eights
Spycraft
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Endless Flight on September 28, 2012, 01:58:50 PM
DC Heroes (2e)
Marvel Super Heroes (Advanced)
Star Wars (2e R&E)
Rules Cyclopedia
d20 Modern
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: David Johansen on September 28, 2012, 02:02:40 PM
Well, I'll trade in 2 - 5 for more GURPS Books.

So...

GURPS Basic Set
GURPS Magic + Fantasy
GURPS High Tech + Horror
GURPS Powers +  Martial Arts
GURPS Ultratech + Vehicle Design

So there you go...

For those who are surprised I didn't list Rolemaster, don't be, the new edition isn't out yet.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Butcher on September 28, 2012, 02:20:16 PM
1. D&D. I'm torn between the D&D RC and ACKS. Technically the RC is more complete, but ACKS quite frankly features everything I love about it and then some. If we're allowed supplements I'd take the AD&D 2e Monstruous Manual, for the classic beasties (and maybe the ACKS Player's Companion depending on how good a toolbox it turns out to be).

2. Runequest 6e. Because sometimes you just want classless, skill-based non-D&D fantasy gaming. Maybe a Glorantha or Elric setting book if we're allowed supplements.

3. Mongoose Traveller. Again, a clear and concise distillation of a classic. Again, if we're allowed supplements, I'd take the Central Supply Catalogue and maybe a couple of vehicles or starship books (they should really compile those, I think).

4. Call of Cthulhu 5e. Along with the D&D RC, the one book I've made the most use of, sans supplements, for the longest time (15 years in this case).

5. Savage Worlds. My go-to system for pick-up games. I'm taking a sabbatical from SW right now but I'm almost ready to come back to it. Again, if allowed supplements, I'll take Necessary Evil and/or the Super Powers Companion to fill the "supers" void in my collection (also I feel SW does four-color low-to-mid-tier supers well enough, which is what interests me anyway).

I wish I could find room for World of Darkness (for those non-CoC horror games) plus Hunter: The Vigil (which has a nifty sub-system for making up supernatural beasties), but the idea here is to make hard choices, right?
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Soylent Green on September 28, 2012, 04:19:27 PM
The first four are easy:

ICONS
Bulldogs!
Bounty Hunters of the Atomic Wastelands (*)
Barbarians of Lemuria


Not sure about the fifth choice. I am tempted to list go for a classic like TSR's Gamma World, WEG's Star Wars or the venerable D&D Rules Cyclopedia, but to be honest I've not really got much use from these games in while.

So instead I'll go for something I've never run before: Savage Worlds with either Deadlands or Interface Zero. Both of which seem good for long term play and aren't for genre already covered by my top four selections. Yeah, I know that's not quite in the spirit of the OP but if I am going to be stuck on a desert island, might as well have something new to look forward to.

(*) No, you haven't missed anything. BHAW is not a real game, it's just my homebrew post-apocalypse Fudge/Fate derived system.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Doctor Jest on September 28, 2012, 04:21:32 PM
Quote from: The Butcher;5868541. D&D. I'm torn between the D&D RC and ACKS. Technically the RC is more complete, but ACKS quite frankly features everything I love about it and then some. If we're allowed supplements I'd take the AD&D 2e Monstruous Manual, for the classic beasties (and maybe the ACKS Player's Companion depending on how good a toolbox it turns out to be).

I thought about ACKS, but as ACKS is more B/X and RC is more BECM, and I really like BECMI more than B/X, I had to land on the side of the RC just for the sheer flexibility. I think it'd be easier to ACKS-ify RC than the reverse.

But ACKS would be my second choice if I couldn't bring RC for some reason... and I have the Player's Guide PDF and it's pretty faboo.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Skywalker on September 28, 2012, 04:24:47 PM
1. Exalted 1e (Corebook, Storyteller Companion, Scavenger Sons, Games of Divinity and Book of 3 Circles)
2. WFRP 2e (Corebook, OW Bestiary, OW Armory, Sigmar's Heirs)
3. Castles & Crusades (Player's Handbook, Monsters & Treaure)
4. Cthulhutech (Corebook, Vade Mecum)
5. Marvel Heroic RP (Basic Game, Civil War Event Book)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: thedungeondelver on September 28, 2012, 04:33:00 PM
Not to belabor the point but depending on the group I can imagine the mere suggestion of a T2k game going something like "Hey, guys, if you're tired of dungeon crawls...I've got this one...!" and someone jumps up and holds a stone axe or points a flare gun at me and yells SUGGEST IT AGAIN, MOTHERFUCKER!  I DARE YOU!  SUGGEST WE PLAY A GAME WHERE WE'RE STARVING TO DEATH AND BARELY SURVIVING IN A HOSTILE WILDERNESS AGAIN.  GO ON, DO IT!

;)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Traveller on September 28, 2012, 04:37:12 PM
Meh just give me a d10, d6 and a knife, I can make paper and cordage for tying the strips together out of palm leaves and charcoal from wood. Actually just a knife will be fine.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: danbuter on September 28, 2012, 04:37:19 PM
Basic Fantasy RPG - my favorite OSR game
Forgotten Realms gray box and FR1 to FR6 - my favorite setting
Mongoose Traveller
Mini Six
Champions (4th ed)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Butcher on September 28, 2012, 04:49:56 PM
Quote from: Doctor Jest;586910I thought about ACKS, but as ACKS is more B/X and RC is more BECM, and I really like BECMI more than B/X, I had to land on the side of the RC just for the sheer flexibility. I think it'd be easier to ACKS-ify RC than the reverse.

But ACKS would be my second choice if I couldn't bring RC for some reason... and I have the Player's Guide PDF and it's pretty faboo.

Fair point. For years, I've regarded the D&D RC as the definitive version, the Cadillac of D&Ds, and also as the one and only single book to support the game from the PCs' humble tomb-robbing beginnings, through Name level stronghold-building and beyond, up to literal apotheosis (Immortality).

I see ACKS as a refinement of the RC mechanics I hold dearest to my heart, as well as introducing some great new elements, enough that I consider it my favorite version of D&D right now.

Can't wait to see the Player's Companion (I'm still miffed I didn't buy into the KS in time).
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Doctor Jest on September 28, 2012, 04:56:54 PM
Quote from: The Butcher;586931Can't wait to see the Player's Companion (I'm still miffed I didn't buy into the KS in time).

If you pre-order it now, you can still get the PDF for free.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Lynn on September 28, 2012, 06:09:42 PM
FASA Star Trek
d6 Star Wars 2nd Edition / Revised
Pendragon + Great Pendragon Campaign
V:tM (last edition)
OSRIC (or however many AD&D 1st edition items I can bring)

Star Wars would be awesome in this case, because you'd never have to worry about GL or his spawn from spoiling the franchise again. Same thing with FASA Star Trek - turn the episodes into games to remember them, perhaps even to do them better.

I elected for OSRIC (or AD&D 1st Edition) even though I enjoy Pathfinder and run it now, but Pathfinder without online statblocks for building adventures is too much work.

Likely Id just start running Pendragon + the Great Pendragon Campaign. That would probably last longer than my patience for running games.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: TristramEvans on September 28, 2012, 10:50:21 PM
1. WFRP 1E
2. MSH Advanced Set
3. The biggest book of Call of Cthulhu adventures I could find
4. The second biggest book of Call of Cthulhu adventures I could find
5. Mythic Russia
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: APN on September 28, 2012, 11:09:35 PM
In the absence of an illustrated guide to the kama sutra and a willing woman, I'd probably pick:

1) The BE part of BECMI or Rules Cyclopedia

2) DC Heroes 2nd Edition

3) A tome, something I can use as a weapon or will take ages to burn if I need a fire. Plus of course, it's a game, you can play it. Dungeon Crawl Classics, Hero 5e, that sort of thing. AD&D 1e (all the books) maybe. Star Wars Revised Expanded 2e isn't really thick enough, but would probably do.

4) A diceless game. Either the (much maligned) Marvel Universe RPG, Amber, or Lords of Olympus, something like that. What other diceless games are out there?

5) Something 'different' - Marvel Saga, Dragonlance Saga, Savage Worlds (even though I've never played it) Deadlands (ditto) that uses more than just dice (I assume the last two use cards but someone can set me straight am sure). Failing that a bag of dice, pack of cards, some glass beads and an unlimited supply of pens and paper. I can spend a lifetime perfecting my own fantasy heartbreaker, crafting it lovingly and perfecting it, then weep tears of pure joy as I realize, finally, it's the greatest rpg ever written.

Then wiping my ass with the pages when I run out of toilet paper.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Tommy Brownell on September 28, 2012, 11:11:26 PM
Savage Worlds Deluxe Explorer's Edition, preferably with Deadlands Reloaded
Marvel SAGA boxed set
Wu Xing: The Ninja Crusade
Star Wars Saga Edition
Mutant Epoch

Those would be my choices right now. Really, Savage Worlds and Marvel SAGA scratch most of my itches, especially if I can also take Deadlands Reloaded. Mutant Epoch is a recent addition to the list, and if you asked me in six months, I might have rotated that one out. But I'm okay putting that on the list because, as noted, Savage Worlds and Marvel SAGA are all I would ever need. The other two are fairly set, with Saga Edition being not only my favorite Star Wars rpg, but my favorite sci-fi RPG and my favorite d20 RPG.

In fact, I'd probably prefer Savage Worlds, Marvel SAGA and three more Savage Worlds books (Deadlands - unless that's a gimme, then Savage Suzerain, probably - and the Fantasy and Horror Companions for books 4 and 5).
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Tommy Brownell on September 28, 2012, 11:16:07 PM
Quote from: APN;5870925) Something 'different' - Marvel Saga, Dragonlance Saga, Savage Worlds (even though I've never played it) Deadlands (ditto) that uses more than just dice (I assume the last two use cards but someone can set me straight am sure). Failing that a bag of dice, pack of cards, some glass beads and an unlimited supply of pens and paper. I can spend a lifetime perfecting my own fantasy heartbreaker, crafting it lovingly and perfecting it, then weep tears of pure joy as I realize, finally, it's the greatest rpg ever written.

Then wiping my ass with the pages when I run out of toilet paper.

Savage Worlds and Deadlands both use cards, but it's alongside dice (specifically with initiative and some of the gaming mechanics).
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: GameDaddy on September 29, 2012, 03:41:35 AM
Quote from: APN;587092Then wiping my ass with the pages when I run out of toilet paper.

...


...You are on a deserted island...


...In the middle of the ocean...


...the largest natural toilet in the world...

...and you want to use your limited supply of paper? (Most RPGs are printed on heavy paper anyway, making it about as good as sand for cleaning.)

...Dude, I'm totally diving for nice soft renewable sea-sponges...

... and saving my RPG papers, at least until I can etch a few rules into stone or build a paper mill. Anyone here know how permanent squid ink is?
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Imperator on September 29, 2012, 07:02:25 AM
Call of Cthulhu: I'm running 5.5 ed these days, but I guess any will suffice. You can't get too much CoC. If I can carry 2 more books, I would carry Delta Green and Delta Green: Countdown.
RuneQuest (either AH RQ or MRQ II or RQ 6): For serious fantasy gaming, either historical (Vikings, Land of Ninja) or S&S fantasy. If I can carry 2 more books, I take Vikings and Griffin Island.
World of Darkness + Vampire: the Requiem. I list them together because you need WoD to play VtR. It is IME the best rules implementation of the idea, and I have successfully run Masquerade games using it, so I get the best of both worlds.
Mongoose Traveller: I have become a rabid Traveller fan, and this edition is slick. If I can take some additional books, I would have a problem, too much goodness.
7th Sea: For all my swashbuckling needs, Players+GM books. It would be nice to have Pirate Nations, too.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Butcher on September 29, 2012, 08:31:05 AM
Quote from: Imperator;587143World of Darkness + Vampire: the Requiem. I list them together because you need WoD to play VtR. It is IME the best rules implementation of the idea, and I have successfully run Masquerade games using it, so I get the best of both worlds.

Damn straight. Do tell me about these Masquerade games, how did you handle Generation (I'm guessing as Blood Potency without age increasing it), Methuselahs (since there are no Disciplines levels 6+) and other Masquerade-isms?

I've never done it but I love mashing up and reskinning Masquerade stuff for Requiem (a la e.g. the Khaibit bloodline).

Quote from: Imperator;587143Mongoose Traveller: I have become a rabid Traveller fan, and this edition is slick. If I can take some additional books, I would have a problem, too much goodness.

What are your favorite Traveller supplements? All I've got is the Central Supply Catalogue. I want to pick a starships or vehicle book but I can't decide which. Also considering Robot and/or Cybernetics because I'm a sucker for new school SF. And are any career books any good?
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: DKChannelBoredom on September 29, 2012, 08:42:57 AM
Quote from: Imperator;587143Call of Cthulhu: I'm running 5.5 ed these days, but I guess any will suffice. You can't get too much CoC. If I can carry 2 more books, I would carry Delta Green and Delta Green: Countdown.

Ditto. The Delta Green books could easily sneak along in my top five. And always 5th edition CoC. Also...
Over The Edge -  preferably the first edition, but both 2nd and my new faux-leather bound anniversary edition would suffice.
Ars Magica (3rd edition) - fantastic game and just a good read
Atomic Highway - good and crisp rules and easy to adapt to any kind of action game.
Lamentations of the Flame Princess - pretty much covers all my fantasy needs right now.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Imperator on September 29, 2012, 01:29:36 PM
Quote from: The Butcher;587150Damn straight. Do tell me about these Masquerade games, how did you handle Generation (I'm guessing as Blood Potency without age increasing it), Methuselahs (since there are no Disciplines levels 6+) and other Masquerade-isms?
At first the most important adjustment was Generation, which I solved like you describe. Anyway, my players almost never bought Generation as a background, so no problem.
The rest of things are quite easy. Most oWoD Backgrounds and Merits translate almost straight to nWoD Merits so most times I could do it by the seat of the pants. Most high-level Disciplines are easily extrapolable, and then, in Drivethru you can find a free PDF by the WW guys which is a translation guide :D

QuoteI've never done it but I love mashing up and reskinning Masquerade stuff for Requiem (a la e.g. the Khaibit bloodline).
IMO, Masquerade becomes much more interesting under Requiem rules, as everything is a bit more gritty, and also because multiple actions were a fucking pain in the ass. Hunters are scarier, too, which is OK in my book.

QuoteWhat are your favorite Traveller supplements? All I've got is the Central Supply Catalogue. I want to pick a starships or vehicle book but I can't decide which. Also considering Robot and/or Cybernetics because I'm a sucker for new school SF. And are any career books any good?
This far, I'd say that both Robots and Psionics are excellent. I haven't read that many MongTrav books, though. I have enjoyed almost all the CT books I've read, but for Robots.

Quote from: DKChannelBoredom;587154Ditto. The Delta Green books could easily sneak along in my top five. And always 5th edition CoC. Also...
Over The Edge -  preferably the first edition, but both 2nd and my new faux-leather bound anniversary edition would suffice.
Ars Magica (3rd edition) - fantastic game and just a good read
Atomic Highway - good and crisp rules and easy to adapt to any kind of action game.
Lamentations of the Flame Princess - pretty much covers all my fantasy needs right now.
Yeah, Over the Edge is great, and Ars Magica the 3rd is my favourite version of it. Also, LotFP is great, but you can take only 5 :D
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: languagegeek on September 29, 2012, 01:58:40 PM
If I can't decide on a SF game, I'll bring Bushido because according to the history of Gilligan's Island, there's typically some Japanese guy who got stuck on the island in the 1940s.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: TheHistorian on September 29, 2012, 04:06:05 PM
I don't need five.

HarnWorld (setting)
BRP (system)

Done.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Opaopajr on September 29, 2012, 09:22:46 PM
Damn, no internet? That means no DDI! Curses! :mad::rolleyes: (Actually that is kinda sad, now that I think about it. Those poor people, when the lights go out... "the power outage turned my pencil & paper game off.")

For me, in no particular order:

In Nomine
AD&D 2e (how much of my collection do i get to bring? ;) )
CoC
Deadlands ('cuz we could use a deck of cards and chips for later)
*Changeling the Dreaming 1ed (because when we finally go mad, it'll work out smoothly by then)

Honestly, the 5th one is kind of a toss up, so that's my current spur of the moment choice.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: silva on September 29, 2012, 11:02:05 PM
Just Apocalypse World.

(and 4 hacks of it ;) )
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: beejazz on September 29, 2012, 11:21:44 PM
3x (doesn't matter which, including PF)
Unknown Armies (really surprised not to see more of that)
Heavy Gear or Jovian Chronicles
Star Wars (saga edition)
Mutants & Masterminds (whichever)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: John Morrow on September 30, 2012, 12:46:06 PM
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Butcher on September 30, 2012, 12:50:56 PM
Quote from: TheHistorian;587316I don't need five.

HarnWorld (setting)
BRP (system)

Done.

Very fitting, considering your nom de plume. :D
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Caesar Slaad on September 30, 2012, 01:39:18 PM
Off the cuff:

Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: 3rik on September 30, 2012, 06:04:51 PM
Hm, even though 5 games is rather generous it's still difficult to pick just 5...

There's some (Cinematic) Unisystem stuff I'd regret not bringing, especially Terra Primate, and it would have been nice to bring Terra Incognita, among other games, but I figure I can kind of cover all the settings and genres I enjoy using the games I *did* decide to bring.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: APN on September 30, 2012, 06:55:24 PM
Quote from: GameDaddy;587129...


...You are on a deserted island...


...In the middle of the ocean...


...the largest natural toilet in the world...

...and you want to use your limited supply of paper? (Most RPGs are printed on heavy paper anyway, making it about as good as sand for cleaning.)

...Dude, I'm totally diving for nice soft renewable sea-sponges...

... and saving my RPG papers, at least until I can etch a few rules into stone or build a paper mill. Anyone here know how permanent squid ink is?

I speak from personal experience as a Freight Train driver in the UK (no toilets on our trains) that being stuck out in the middle of nowhere without paper is a bad, bad thing :( You have a point about heavy gloss paper though. That reminds me of old British Rail paper. Shiny, crinkly, messy.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: GameDaddy on September 30, 2012, 08:47:03 PM
That's hilarious! Typically English class-based prejudice in action...

" They don't need restrooms, make them jump off the train and go whenever and where ever the train stops!

What if there was no stops for hours?

For the record American cabooses did not have commodes, but most trains that went on any extended trip included a crew car with restrooms, sleeping quarters, relaxation area. (In fact they were rebuilt passenger cars!)

I'm certain this policy created some very colorful incidents for British Rail over the years.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: no one important on October 01, 2012, 12:25:54 AM
In no particular order:
-Runequest 6th;
-BASH Ultimate Edition;
-Mongoose Traveller;
-Avalon Hill James Bond; and
-whatever I've just picked up this week.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Lynn on October 01, 2012, 10:41:20 AM
Quote from: beejazz;587504Unknown Armies (really surprised not to see more of that)

That almost made my list, but my feeling is that I could recreate much of what I liked about it from memory. Absolutely loved the game and concept.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: The Butcher on October 01, 2012, 12:03:56 PM
Quote from: Lynn;588134That almost made my list, but my feeling is that I could recreate much of what I liked about it from memory. Absolutely loved the game and concept.

I suppose UA is amazing, but not "top 5" amazing for most people. It's hard to beat the classics; notice the prevalence of D&D (often two or more editions on the same list), CoC and Traveller.

I seem to recall UA making it to "top 10" lists more frequently in an older thread (I'll look for the link later).
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: APN on October 01, 2012, 01:16:39 PM
Quote from: GameDaddy;587971That's hilarious! Typically English class-based prejudice in action...

" They don't need restrooms, make them jump off the train and go whenever and where ever the train stops!

What if there was no stops for hours?

For the record American cabooses did not have commodes, but most trains that went on any extended trip included a crew car with restrooms, sleeping quarters, relaxation area. (In fact they were rebuilt passenger cars!)

I'm certain this policy created some very colorful incidents for British Rail over the years.

Oh passenger trains have toilets, no problems there :)

Just driving Freight trains is like working in the dark ages. As for whether there are no stops for hours just... well, don't ask.

Let's just say ... in fact, no. Let's not...
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: RPGPundit on October 02, 2012, 03:59:39 AM
I make my own rpgs.

RPGPundit
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Vonn on October 02, 2012, 07:19:00 AM
What better way to introduce myself than with this list:

- Cyberspace
- Savage Worlds (Solomon Kane sourcebook)
- Call of Cthulhu
- All Flesh Must Be Eaten
- Artesia
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: One Horse Town on October 02, 2012, 08:29:21 AM
Welcome Vonn!
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: RandallS on October 02, 2012, 08:29:48 AM
AD&D 1e (PH, DMG, MM)
WFRP1e
Advanced Marvel Superheroes
Mongoose Traveller
The Microlite20 RPG Collection (2012 edition)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Prophetsteve on October 02, 2012, 08:55:22 AM
1. Cyberpunk 2020
2. Tenra Bansho Zero
3. Marvel Heroic RPG
4. 13th Age
5. Arcanis: Shattered Empires
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Philotomy Jurament on October 02, 2012, 09:37:11 AM
If I were picking, today, I think I'd go with:

Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: vytzka on October 02, 2012, 09:49:51 AM
Mekton Zeta

...


...


...arrgh, just two or three core books? Could I take the entire run of Rolemaster 2e instead of the other four? I'm just a whore for supplements.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: ICFTI on October 02, 2012, 06:48:54 PM
1. castles and crusades
2. gurps basic set 3e revised
3. all flesh must be eaten
4. the d6 system
5. chill 2e
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Marleycat on October 02, 2012, 08:30:28 PM
No particular order...

1. Fantasy Craft
2. Mage the Awakening
3. Goodman Games DCC
4. Shadowrun any edition will do
5. Deadlands (Pinnacle edition)
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: One Horse Town on October 02, 2012, 08:36:17 PM
Rolemaster
WFRP 1e
Dungeon Crawl Classics
d&d 3e
Ad&d
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: xyanthon on October 03, 2012, 05:39:25 AM
AD&D 1e (PHB/DMG/MM) or OSRIC
Marvel Super Heroes Advanced (FASERIP)
Call of Cthulhu

Hrm, the next two are difficult.  But perhaps I'd go with the following:
Stars Without Number
and a coin toss between Astonishing Swordsmen and Sorcerers of Hyperborea and Lamentations of the Flame Princess.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Thanos on October 03, 2012, 08:02:12 AM
Shadowrun 3e

Mongoose Traveller

Call of Cthulhu 5e

DnD 3.5

Paranoia
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: Teazia on October 04, 2012, 01:49:27 AM
1.  Myth and Magic Players Guide, 2e MM, 1e DMG
2.  Marvel Advanced with Avengers Coast to Coast, Children of the Atom, and Fantastic Four Compendium
3.  Tome of Adventure Design or Ultimate Toobox (coin flip)
4.  Vamp 20th (just cause it is so full, can be used with other games)
5.  Sci-fi game.  The phat new Traveller?  Stars w/o Numbers?

That being said, as everyone on the island will be LARPing horror survival, D&D, Vamp or Cthulhu might not be the best games.
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: RPGPundit on October 05, 2012, 01:38:21 PM
Quote from: GameDaddy;587971That's hilarious! Typically English class-based prejudice in action...

" They don't need restrooms, make them jump off the train and go whenever and where ever the train stops!

What if there was no stops for hours?

For the record American cabooses did not have commodes, but most trains that went on any extended trip included a crew car with restrooms, sleeping quarters, relaxation area. (In fact they were rebuilt passenger cars!)

I'm certain this policy created some very colorful incidents for British Rail over the years.

The distances you're dealing with compared to those in the U.S. are, to be fair, quite a bit shorter.

RPGPundit
Title: TheRPGsite's 5 RPGs For A Desert Island Thread
Post by: RPGPundit on October 05, 2012, 01:39:30 PM
Quote from: Philotomy Jurament;588580If I were picking, today, I think I'd go with:

  • AD&D 1e
  • Basic Roleplaying (Gold Book)
  • Flashing Blades
  • Traveller (Classic or Mongoose)
  • Lords of Olympus

Thank you!