TTRPG Genres You Just Can't Get Into -and- Tell Me Why I'm Wrong About X Genre I Don't Like

With all this understood, what system do you think is a good generic system for science fiction roleplaying?
For generic?
It depends upon one's taste in rules mechanics. And, to an extent, setting.
I don't think any one system is universally suitable for all sci-fi if it's rules medium-light (2 of 5) or crunchier. And I don't think Rules Light (1/5) or ultralight (0/5) are of much use for supporting setting tropes — they only work when players (including GM) agree on what the setting is, where the limits are, and to stay in genre; I find that to be a problem, not a benefit, and seldom recommend such.

So, shortlist of ones I'd use now for other than their core setting: Free League's Alien & Coriolis: The Third Horizon, Cepheus Engine/Mongoose Traveller 1e (but never for the OTU - for the OTU, I'll stick to MegaTraveller), FFG/Edge Star Wars.
Generic Engines (& genre engines) I'd consider using: EABA, D6 Space/D6 Adventure, Savage Worlds, Hero System, Advanced Marvel Super Heroes (aka FASERIP Marvel, AMSH), Mekton Zeta, Cortex Prime/Firefly/Marvel Heroic RP.
Some I won't use for sci-fi, but others might find useful: GURPS, Fate Core, Fate Accellerated.
A couple I won't port but others might: Modiphius' John Carter of Mars, Star Trek Adventures, and Dune.

Note that AMSH I've considered using for a battle-armor drop-troop type sci-fi game. It also can do a Guardians of the Galaxy type sci-fi. It's more about adding limits than tweaking existing rules or adding new mechanics. But I've also considered D6 Space, EABA, and Mekton Zeta for same. With the right players, FAE could work, but I lack those at present.

The issues with porting content to Traveller/Cepheus are due to needing to tweak character gen and the tech scale for various settings. Traveller's tech scale is quite dated, even in MGT 2024... and Mongoose has only slightly tweaked it.
 

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Me? Horror. I do not like the horror genre. I won't play horror RPGs.

I have to say that it's a bit peculiar for someone to be OK with a genre in other media but not with that genre in the TTRPG media. One exception might be genres that are deeply unsuited to 'team' play, but even they could be made to work with a one-player/one-GM setup.

Still, there is no disputing with Gus, and if you don't like it then you don't like it, and exhortations to "Try it! You'll like it!" are of ...limited use.
 


For generic?
It depends upon one's taste in rules mechanics. And, to an extent, setting.
I don't think any one system is universally suitable for all sci-fi if it's rules medium-light (2 of 5) or crunchier. And I don't think Rules Light (1/5) or ultralight (0/5) are of much use for supporting setting tropes — they only work when players (including GM) agree on what the setting is, where the limits are, and to stay in genre; I find that to be a problem, not a benefit, and seldom recommend such.

So, shortlist of ones I'd use now for other than their core setting: Free League's Alien & Coriolis: The Third Horizon, Cepheus Engine/Mongoose Traveller 1e (but never for the OTU - for the OTU, I'll stick to MegaTraveller), FFG/Edge Star Wars.
Generic Engines (& genre engines) I'd consider using: EABA, D6 Space/D6 Adventure, Savage Worlds, Hero System, Advanced Marvel Super Heroes (aka FASERIP Marvel, AMSH), Mekton Zeta, Cortex Prime/Firefly/Marvel Heroic RP.
Some I won't use for sci-fi, but others might find useful: GURPS, Fate Core, Fate Accellerated.
A couple I won't port but others might: Modiphius' John Carter of Mars, Star Trek Adventures, and Dune.

Note that AMSH I've considered using for a battle-armor drop-troop type sci-fi game. It also can do a Guardians of the Galaxy type sci-fi. It's more about adding limits than tweaking existing rules or adding new mechanics. But I've also considered D6 Space, EABA, and Mekton Zeta for same. With the right players, FAE could work, but I lack those at present.

The issues with porting content to Traveller/Cepheus are due to needing to tweak character gen and the tech scale for various settings. Traveller's tech scale is quite dated, even in MGT 2024... and Mongoose has only slightly tweaked it.
I have used M-Space, a BRP/Mythras port before, though it was a planetary romance, not planet hopping. Science fiction is broad enough it needs curating, Traveller one can wind up with a scrappy space admiral sharing space with a dog or cat person, each wanting different things from the game. I find the 3I works great for on boarding new players, though with grognards, breaks easily.

I was going to play in an EABA game then the gm moved. We have tried fate, though that sort of turned into advanced mother may I about gear. I guess that is an appeal of Trav/Cepheus is it can be big on gear heading. I think fate wants to front load the gm on the gear list, where trav it's on players. I bought the GURPS books, though am only sort of thinking about stuff. I also have Mothership, and someone said they are using Solis People of the Sun setting with those mechanics.

I have also played Starfinder, with it being a very tight game, nice art; though definitely to a different play style in the leveling. Sort of like AD&D where we were always looking to up our magic items in relationship to the power levels of our characters.

I do find your analysis interesting, thanks.
 

and if you don't like it then you don't like it, and exhortations to "Try it! You'll like it!" are of ...limited use.
I dunno. There have been so many things in life I’ve only discovered because someone else said, “Try it, you might like it.” So many foods, experiences, trips, games, books, etc. Worst case I spent a little time and found I didn’t like it. Best case I found something I love.
 

Does anyone else have similar genres that turn them off? Do you have more self awareness than I do as to why? Or is it just a "doesn't float my boat" instinctual thing?
As a player, I’m inclined to enjoy anything as long as the gamemaster is visibly enthusiastic about the genre and setting (and at least minimally competent), but regardless of the genre, I dislike games where players are expected to play ‘evil’ or perform morally dubious acts. Even in vampire games, I’m always to one clinging to its humanity like it’s the only thing of importance in the world, etc.

As a DM I’m willing to try new things but over the years, I’ve learned to know what I do best and tend to keep to that.

Now that I’m thinking about it however, if there’s one genre that I don’t like, it’s wacky weird science-fantasy à la He-Man or trippy gonzo Spelljammer (though I like more ‘grounded’ space-faring fantasy games). I like whimsy but I’m not attracted to weird. Then again with the right gamemaster, I might have a lot of fun.
 

For generic?
It depends upon one's taste in rules mechanics. And, to an extent, setting.
I don't think any one system is universally suitable for all sci-fi if it's rules medium-light (2 of 5) or crunchier. And I don't think Rules Light (1/5) or ultralight (0/5) are of much use for supporting setting tropes — they only work when players (including GM) agree on what the setting is, where the limits are, and to stay in genre; I find that to be a problem, not a benefit, and seldom recommend such.

So, shortlist of ones I'd use now for other than their core setting: Free League's Alien & Coriolis: The Third Horizon, Cepheus Engine/Mongoose Traveller 1e (but never for the OTU - for the OTU, I'll stick to MegaTraveller), FFG/Edge Star Wars.
Generic Engines (& genre engines) I'd consider using: EABA, D6 Space/D6 Adventure, Savage Worlds, Hero System, Advanced Marvel Super Heroes (aka FASERIP Marvel, AMSH), Mekton Zeta, Cortex Prime/Firefly/Marvel Heroic RP.
Some I won't use for sci-fi, but others might find useful: GURPS, Fate Core, Fate Accellerated.
A couple I won't port but others might: Modiphius' John Carter of Mars, Star Trek Adventures, and Dune.

Note that AMSH I've considered using for a battle-armor drop-troop type sci-fi game. It also can do a Guardians of the Galaxy type sci-fi. It's more about adding limits than tweaking existing rules or adding new mechanics. But I've also considered D6 Space, EABA, and Mekton Zeta for same. With the right players, FAE could work, but I lack those at present.

The issues with porting content to Traveller/Cepheus are due to needing to tweak character gen and the tech scale for various settings. Traveller's tech scale is quite dated, even in MGT 2024... and Mongoose has only slightly tweaked it.
I'll second the notion about setting/theme/tone/genre "setting," is really important in system choice. An episodic Firefly-esque game of jobs and heists can work great with a FitD-type system (such as Scum & Villainy (which also throws in outer-rim Star Wars flavour)). But a more freewheeling campaign will chafe against that kind of narrow focus and more structured gameplay.

Then there's the "slide-rule" side of things... do you want to lean into calculations or more the narrative? Cortex Prime is excellent for narrative play, and can be structured to focus more on heroics (including exciting action, if desired), or the ethics/values of actions, or romance/relationships of a crew. But it isn't geared towards tactical combat or calculating how much remass you need to make it from Epsilon III to the Zengza Anaornania Belt. There I'd guess something like Traveller (it's been ages since I've played, so my memory isn't super clear on it) would fit the bill better.

There's also tactical or starship combat. Do the players want to move units around the hexmap with turning radii and weapons firing solutions, biting their nails as the drones come barreling down on them? If so, then that's the starting point for choosing a system.

One game I haven't seen mentioned yet that might fit the bill for both a setting and perhaps system is Jovian Chronicles by DP9. It's got giant mecha, but it's played straight and intended in every way to be a hard-sf setting taking place in our solar system with planetary nations. (So if you're looking for an FTL stellar-hopping campaign, this setting is out.) The rules are on the whole quite solid 'traditional' system that has tactical vehicle combat baked directly into it right from the get-go.
 

I'll second the notion about setting/theme/tone/genre "setting," is really important in system choice. An episodic Firefly-esque game of jobs and heists can work great with a FitD-type system (such as Scum & Villainy (which also throws in outer-rim Star Wars flavour)). But a more freewheeling campaign will chafe against that kind of narrow focus and more structured gameplay.

Then there's the "slide-rule" side of things... do you want to lean into calculations or more the narrative? Cortex Prime is excellent for narrative play, and can be structured to focus more on heroics (including exciting action, if desired), or the ethics/values of actions, or romance/relationships of a crew. But it isn't geared towards tactical combat or calculating how much remass you need to make it from Epsilon III to the Zengza Anaornania Belt. There I'd guess something like Traveller (it's been ages since I've played, so my memory isn't super clear on it) would fit the bill better.

There's also tactical or starship combat. Do the players want to move units around the hexmap with turning radii and weapons firing solutions, biting their nails as the drones come barreling down on them? If so, then that's the starting point for choosing a system.

One game I haven't seen mentioned yet that might fit the bill for both a setting and perhaps system is Jovian Chronicles by DP9. It's got giant mecha, but it's played straight and intended in every way to be a hard-sf setting taking place in our solar system with planetary nations. (So if you're looking for an FTL stellar-hopping campaign, this setting is out.) The rules are on the whole quite solid 'traditional' system that has tactical vehicle combat baked directly into it right from the get-go.
We tried scum and villainy, it is ok, though like you say it channels things towards a certain type of game, and w/o the buy in, players can chafe against it.
 

I don't have any interest in "slice of life" RPGs. They just seem like they'd be pretty dull. That said, I've never played one, so I may have it all wrong.

I'd have reservations about any game where you play kids or teens (like Masks or Kids on Bikes etc.), but I guess I'd be open to it if the premise was interesting enough.

I've never been into anime or manga, so anything going heavily into those tropes is going to be pretty low on my list.
 

I think that a big issue with a lot of "slice of life" RPGs is that GMs and players may have a hard time imagining the risks or stakes of the game. It doesn't mean that there aren't any risks or stakes, but many people aren't primed to think of what sort of risks or stakes would like in the way that they are for adventure games.
 

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