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Topics - Lawbag

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Was there a supplement or campaign/module which broke your game or THE game for you?

I see supplements as a war of escalation between the players and the GM, the RPG equivalent of a Pandora's Box. Depending on whether the supplement is aimed at players (and the GM buys or borrows the book to stay abreast) or aimed at the GM (and woe betide any player caught glancing at the book or worse actually owning a copy themselves), and the rate at which a publisher could release books ensures an uneasy truce and method by which a GM (amongst a million and one other things to contend with) has to arbitrate on what rules, classes and options he allows into his game.

Its fair to say D20 is the worst culprit, Mongoose being the example here with their awful 'Slayers Guide to...' series and their pointless 'Quintessential Guide to...' series, so they doesn't count because they are an easy target.

But what I'm interested in are perfectly fine and usable RPG games etc that received a supplement that made you stop playing or at least ban that supplement and any further releases.

MERP and Rolemasters only saving grave are the critical hit tables.

If it wasn't for the sanity roll, Call of Cthulhu would have died a death.

The only saving grace of ADND was the THAC0, and that was a British invention!

If it wasn't for the Halfling Ratcatcher character class, WHFRP would have been rubbish.

If it wasn't for Anne Rice, V:TM would have been a laughable mess.

I'm sure there are others, both serious and tongue in cheek...

Kinda companion thread to the others I started a while back.

What I'm looking for here are those games that maybe lived up to the hype with every other gaming group, and was everything you wanted it to be, but after playing the first and subsequent sessions the game just left you feeling ill and empty inside. Now I know this will be very subjective, but I'd like your opinions to be at least backed up with something tangible.

I'm looking for that game in which you read the reviews, adore the designer or publisher, bought the rules, liked it and started buying up the other books in the line, only to find when you sat down and ran the game, it left you cold and wondering exactly what you're meant to do with the game.

Essentially the game sounded good in principle, but a dead duck when it came to presenting it at the table. The other players may have bought into it as well, sweep up in the hype.

Now maybe your players agreed with you, and you collectively dumped the game within a few sessions, never to return, or perhaps they loved it despite you hating the game to death.

Has this ever happened to you?

Whilst its clear that the Swine and the Forge have harmed internal perceptions of gaming, instead I put it to you that the OGL and subsequent glut of D20 games and products did more harm to RPG than good, even more so than the damage that the Forge did.

This is the anti-post to my other one, wherein I ask the question which game has been criminally over-rated.
I would include in this list a sub-genre of games which are still-born, and should never have escaped the game designer's brain and committed to paper...

Just curious to know what other people think is the most criminally under-rated game ever released.
Im gonna throw out 2 nominations
Harn, specifically the world of Harn, which has the potential to keep a low powered fantasy campaign in stories and material for years.
Brave New World, the alternative super hero RPG which comes fairly close to emulating the fear that the American goverment can instill in its population and feels like a proper tribute to a Watchman type game.

Ive a player in my group who absolutely abhors level based RPGs, especially those that require a random 3D6 dice roll to obtain stats.
Im looking at sneaking in a big fantasy game for next year and looking for recommendations for the best fantasy point-based RPG out there.
Im aware of GURPS, but this has 2 potential downfalls for me;
1 its a low power gaming system, not suited for high or epic gaming
2 whilst its rife with supplements and add ons, doesnt appear to have any adventures of campaigns of note.
I tried RuneQuest with the group too but for some reason it didnt grab them.
Any thoughts...

Hi guys,
Im about to go on a hiatus for about 12 months as my wife is due to give birth in 3 months time to baby no. 3.
The group Im in play weekly (schedules permitting), but I still want to get my weekly/regular gaming fix.
So Im wondering what people have found is the closest/next best thing to tabletop RPG.

Im curious to know if there are any players, but specifically GMs who are done and finished with a game for various reasons.

By done and finished, it could mean one of the following:

1> read the rules after having bought it and decided its not for you or your group and you never intend to return to it to give it a 2nd chance
2> actually run the game and either given up half-way through a campaign or towards the end. Given up because you lost interest or your players really wanted it to end

and the most interesting one for me...

3> a game you love and adore (or rather loved and adored) and run to death so many times that you dont want to run it again, as you've done everything you wanted with the game, run all the adventures and campaigns you want with the world/system, and have no intention of ever returning to the game, not even with a new crowd.


Pen and Paper Roleplaying Games (RPGs) Discussion / Dark Ages Map(s)
« on: August 01, 2011, 08:40:32 AM »
Been looking through the sticky links and failing. Also done a fair bit of Googling but have come up blank as well.
Im looking for some Dark Ages era maps of Europe, Britain and the Middle East.
I know Storyteller Secrets for Vampire Dark Ages came with a map of europe, but I bought it off eBay and it arrived map-less.
Any links or suggestions for decent sized images please....

So far I have;
Dead Can Dance
Usual Gregorian Chant/Monastery music
Some movie/tv series sound tracks
But curious to know if there is a list or other suggestions...more unusual the better.

Im currently putting together a synopsis of adventures and themes for a Vampire Dark Ages campaign that has been occupying too much of my thought processes over the last few years. So while Im not looking forward to the game, at least I can get into it as best as I can, as well as provide the players with something they have been wanting to play (for good and bad reasons) for some time too.
With my usual mix of reading background material and hunting for appropriate music (thread to follow on those points), I also started re:reading some of the Dark Ages material that White Wolf published. After having read a couple of their intro-pages of fluff and story, I began to wonder (not that I have much or any intention of running nWOD anytime soon), whether or not WW learnt any lessons from the oWOD that they put to good use for the nWOD.
For instance, did they cut down on the fluff? Up the amount of gaming useful material (i.e. not pages and pages of background on societies and NPCs that have no bearing on any regular or normal game), readability and page counts.
Is nWOD better, stronger, faster, improved on learnt lessons, or just an evolution? I know the rules are better/streamlined, but beyond that is there anything else?

Been thinking about collecting/picking these up on eBay and was wondering if anyone had done any reviews and comparisons of these big modules.

I am intrigued by 1st to 20th level campaigns, and these seem to fit the bill.

Which ones are worth paying for, as a set of 6 isn't cheap.

A companion thread to the Best Art/Worst Art topics, is this question really...what games have been successfuly only because of the artwork?
Id blame Tim Bradstreet personally for the success of Vampire:TM, because without him, Im sure the game would have died a death the day it got published...he made vampires too cool to not want to play them
Oh, and Id also blame Brom for making Dark Sun appear to be a far more interesting and dark place than it really was.

Has anyone had any success or joy in running a campaign using the same characters, but set in different stages of their life or career?

I ran a 7th Sea campaign in which I had a Christmas special, a 'Before they were Famous' one-off, which was received fairly well by the group, mostly by those who had a lot invested in the game.

I also ran a Werewolf campaign set in the Modern era, and after 16 sessions we created Wild West/Victorian era characters, and finally Dark Ages Werewolves. I was able to use dtrong themes in each era, and change the game style as well. There was no crossover here, but the players embraced the concept and designed a trilogy of characters each that played on a theme.

(A) good guy, bad guy, evil guy
(B) different aspects of the same tribe etc...

I am a fan of the DC Comics Kingdom Come, and like the idea of taking a set of heroes, and pulling the life from under them, and seeing how they view life in their old ages.


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