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What are your favorite games?

Started by danbuter, November 07, 2010, 02:44:14 PM

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IceBlinkLuck

Basic Roleplaying systems (Call of Cthulhu, Elric, Rune Quest, etc.)
Chivalry and Sorcery (1st or 2nd edition)
Bushido
Castle Falkenstein
Space 1889
Lace and Steel
Talislanta
Over the Edge
The Fantasy Trip
Chill
Villains and Vigilantes
Daredevils
Gangbusters
"No one move a muscle as the dead come home." --Shriekback

DKChannelBoredom

Quote from: danbuter;415795I have to add Atomic Highway to my list. It's pretty much perfect for Mad Max, which is my favorite post-apocalyptic setting.

Once I get to play/run this, I think I will do the same. The book and the rules looks pretty light and perfect for the kind of post apocalyptic game I want to run.
Running: Call of Cthulhu
Playing: Mainly boardgames
Quote from: Cranewings;410955Cocain is more popular than rp so there is bound to be some crossover.

Bobloblah

Haven't found a new game to hit this list in a long time, but I have a feeling ICONS might end up being the exception once I get a chance to actually run it. Likely end up bouncing out AMSH.  Benoist has also piqued my interest with MRQII thread, but I'm trying to resist the urge to dive into yet another system.

Heavy Gear
Advanced Marvel Super Heroes
Lord of the Rings
Classic Traveller
Rules Cyclopedia D&D/AD&D 2nd/D&D 3.5/Pathfinder

I switch between the ones on the last line depending on the feel I'm going for, although it's been a lot of 3.5/Pathfinder lately.
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

EBM

Savage Worlds + The Day After Ragnarok
Strands of Fate
BASH UE
Marvel SAGA
Metabarons
Runequest 2 (The original one)
Traveller (Classic or Mong)
Dark Dungeons

PoppySeed45

Let's see:

Traveller (I'm running Mongoose now for the second time as a campaign, but I've got feelings for Classic. I plan to increase my collection of Classic soon. Something in the feel...).

GURPS 4e: for when I can't think of another system. Also plan to get something for this soon.

Paranoia XP: Because...you know.

Reign/ORE: I've run some of this recently and liked it. Might explore more with this at some point in the future.

Honorable mention goes to Burning Wheel. I sorta dislike it, and hate the rigid lifepath choices and skill selections and so on, and yet I always end up reading these things again and waffling about using it or not and buying books. I've got all the BW books now except the Adventure Burner and Mouse Guard. Gah! For a game I will never play (again - I've tried running and playing at least 10 times now...)
 

D-503

Quote from: Aos;415729I'd also like to run some sort of 1930's lost world thingy with the old Crimefighters rpg from Dragon magazine.

I've run Crimefighters and it worked really well, it would do what you want easily.

On the general question, Call of Cthulhu.  I like second edition best but they're all good.  I use this for tons of stuff, I use it as a generic system in fact adapting it to different settings and periods.  I hardly ever use the mythos itself but I love that too.

Classic Traveller, though I'd be fine with the Mongoose version which is excellent.  Just a really clean and playable sf rpg.

WFRP 1e.  Bursting with character.  The later versions may all work better, but they lack flavour.

Space 1889.  Appalling rules, but just the best setting ever.  Great chargen too.

Gangbusters.  I've only run this once but I was blown away by it.  Just a really great game.

Pendragon.  Dude, it's Pendragon.
I roll to disbelieve.

D-503

Quote from: IceBlinkLuck;415806Basic Roleplaying systems (Call of Cthulhu, Elric, Rune Quest, etc.)
Chivalry and Sorcery (1st or 2nd edition)
Bushido
Castle Falkenstein
Space 1889
Lace and Steel
Talislanta
Over the Edge
The Fantasy Trip
Chill
Villains and Vigilantes
Daredevils
Gangbusters


I applaud Space 1889 (which is getting a lot of love in this thread I notice) and Gangbusters, but Chivalry & Sorcery?  Hardcore.

I was going to ask if you didn't find Daredevils a bit rules heavy for a pulp game, but with C&S on the list...

No Aftermath! love?
I roll to disbelieve.

IceBlinkLuck

Quote from: D-503;416161I applaud Space 1889 (which is getting a lot of love in this thread I notice) and Gangbusters, but Chivalry & Sorcery?  Hardcore.

I was going to ask if you didn't find Daredevils a bit rules heavy for a pulp game, but with C&S on the list...

No Aftermath! love?

Heh, I admit it, for some reason I sometimes find myself attracted to the 'crunch-heavy' FGUI rules. (I also ran a 2-year Psi World campaign set in the near future with humanity exploring the solar system). The reason I don't like Aftermath! is that I've never really found post-apocalyptic settings very interesting.
"No one move a muscle as the dead come home." --Shriekback

Aos

Quote from: D-503;416160I've run Crimefighters and it worked really well, it would do what you want easily.

I think its a neat little game. I played it some back in the 80's and I've always wanted to get back to it.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Reckall

I'm a little unimmaginative here :)

- Either "Mentzer D&D" (+ Mystara) or D&D 3.5ed
- Planescape adapted for the above
- Call of Cthulhu (strictly 1890-1930)
- Kult
- RIFTS
- GURPS 3E, exp. the futuristic backgrounds (Cyberpunk, Space, Biotech...) sprinkled with Horror and Psyonics (I never tried 4E)
- West End's Star Wars (strictly during the Original Trilogy)
- Primetime Adventures. It happens.

- Honorable mention: Cyberpunk 2020 was fun for the era (early '90s)

- Second honorable mention: I like reading some of the supplements for WoD, and I wouldn't mind to spin a campaign in the Dark Ages or whatever, but my players won't hear about it. OTOH, I could spin the very same campaign using Cthulhu/BRP rules, and the same players would be very happy and don't even notice that it's the same setting with a different ruleset :D
For every idiot who denounces Ayn Rand as "intellectualism" there is an excellent DM who creates a "Bioshock" adventure.

Gruntfuttock

Like Dā€“503 I've used Call of Cthulhu as a gritty generic system for many years, adding bits from RQ and Stormbringer as required. Strangely, of late I seem to be using it for just Mythos games.

Aside from that...

Fudge for non-gritty generic (especially the excellent Fudge on the Fly).
Two-Fisted Tales - for my money the best pulp game.
Atomic Highway ā€“ currently running a really fun PA game with this (and have adapted the game's V6 engine to run a modern day cop show game ā€“ first session, last Sunday).

I'm considering adapting the V6 engine to run Space 1889.
"It was all going so well until the first disembowelment."

Caesar Slaad

Spycraft 2.0
Fantasy Craft
Traveller - Mega or Mongoose, mainly.
D&D 3.5
Pathfinder
FATE (SotC/SBA/Diaspora, or some mixture thereof)
DC Heroes (the Mayfair version)
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
Playing: Sigh. Nothing.
Planning: Some Cyberpunk thing, system TBD.

Halfjack

Quote from: Caesar Slaad;416248Spycraft 2.0
Fantasy Craft
Traveller - Mega or Mongoose, mainly.
D&D 3.5
Pathfinder
FATE (SotC/SBA/Diaspora, or some mixture thereof)
DC Heroes (the Mayfair version)

What, no d20 Traveller? I'm shocked.
One author of Diaspora: hard science-fiction role-playing withe FATE and Deluge, a system-free post-apocalyptic setting.
The inevitable blog.

DKChannelBoredom

Quote from: D-503;416161I applaud Space 1889 (which is getting a lot of love in this thread I notice)

I'm curious, when people pick Space:1889 as a favorite game, is it down mainly to the setting and the writing or do people really like the rules? I have the lovely hardcover book, and it's great for reading and steamy-punky stuff and the Verne/Wells/Doyle-feel is definetely there... but the rules, they aren't very good, are they? It's one of the few games where me and my players agreed to drop a proposed campaign early, and if I remember correctly, it had a lot to do with the system.
Running: Call of Cthulhu
Playing: Mainly boardgames
Quote from: Cranewings;410955Cocain is more popular than rp so there is bound to be some crossover.

Gruntfuttock

Yes, the Space 1889 rules are...not so good. Actually they cover all the bases for that sort of game, but they certainly don't fit my group's playstyle - although I'm sure some people use them and love them.

Savage Worlds have a version out (in pdf only?) and if you speak German I believe someone in Germany has the rights to do Space 1889 using the system used for Hollow Earth Expeditions - not sure if that has been published yet or not. Actually I suspect HEX would be a better fit than Savage Worlds. You could always adapt HEX, or a pulpy build of BRP. I'm thinking of using V6 - it's too good a setting to let go to waste because you don't like the rule set.
"It was all going so well until the first disembowelment."