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<blockquote data-quote="Col_Pladoh" data-source="post: 121120" data-attributes="member: 796"><p>As to bad and good RPGs…</p><p></p><p>The thread about the worst RPG is fun and enlightening too. By reading the posts one can see that tastes vary widely in this field, and that one man’s meat is indeed another’s poison. In my view no RPG can be entirely bad when at least some gamers have fun with it. Such games are just not popular…</p><p></p><p>Fact is, I like some games that aren’t popular, and some I don’t like much are quite popular, so I guess that makes me a lot like most others involved in this great hobby. So, here’s my take on a few of the games that were mentioned pro and con, my pros <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p></p><p>BOOT HILL needed a good deal of revision to make a full-blown RPG. I wanted to do that, but it went OOP before I could find the time. We had a great campaign going, but it was mostly economic in nature, with not much gunfighting involved. With a few additional rules sections, a lot more of the potential for the system could have been set forth, and some special mechanics for campaign gunfighting to cut down the chances of death would have helped.</p><p></p><p>PARANOIA was fun, had excellent potential, and it needed a new part, a campaign rules portion, to move it from a jape on RPGs to become a genuine one. All the material needed for that was basically in the game—it just needed to be quantified for the GM, and some guidelines, rules and mechanics. For example, who was behind the system that was set forth? Could players work their way up the ranks and penetrate the veil? What about a “resistance”? That sort of thing. I urged the designers to include such ideas, but…</p><p></p><p>TOP SECRET was a game I had fun playing. It was never properly supported, and it needed a sourcebook for the Administrator so as to enable campaign creation and development, as well as modules that lad some real playing time involved. Those published lasted a single session, two maybe.</p><p></p><p>There’s my take on a few<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Gary</p></blockquote><p></p>
[QUOTE="Col_Pladoh, post: 121120, member: 796"] As to bad and good RPGs… The thread about the worst RPG is fun and enlightening too. By reading the posts one can see that tastes vary widely in this field, and that one man’s meat is indeed another’s poison. In my view no RPG can be entirely bad when at least some gamers have fun with it. Such games are just not popular… Fact is, I like some games that aren’t popular, and some I don’t like much are quite popular, so I guess that makes me a lot like most others involved in this great hobby. So, here’s my take on a few of the games that were mentioned pro and con, my pros :eek: BOOT HILL needed a good deal of revision to make a full-blown RPG. I wanted to do that, but it went OOP before I could find the time. We had a great campaign going, but it was mostly economic in nature, with not much gunfighting involved. With a few additional rules sections, a lot more of the potential for the system could have been set forth, and some special mechanics for campaign gunfighting to cut down the chances of death would have helped. PARANOIA was fun, had excellent potential, and it needed a new part, a campaign rules portion, to move it from a jape on RPGs to become a genuine one. All the material needed for that was basically in the game—it just needed to be quantified for the GM, and some guidelines, rules and mechanics. For example, who was behind the system that was set forth? Could players work their way up the ranks and penetrate the veil? What about a “resistance”? That sort of thing. I urged the designers to include such ideas, but… TOP SECRET was a game I had fun playing. It was never properly supported, and it needed a sourcebook for the Administrator so as to enable campaign creation and development, as well as modules that lad some real playing time involved. Those published lasted a single session, two maybe. There’s my take on a few;) Gary [/QUOTE]
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