Best is such a subjective word ... best in what regard?
Well, I shall list the ones I have found the most intriguing or enjoyable over the years.
1) Paranoia, 2nd ed. Dead brilliant. Funny -- scratch that --
hysterical! The combat example still makes me laugh, but is also still the basis for how I think combat should be conducted -- fast, loose, no time to think and weigh options, lots of mayhem and danger.
2) Ars Magica, any ed. I love this game. I played it nearly exclusively for about a decade. This game does two things very, very right for me -- first, instilling a sense of wonder and awe into magic, and second, developing a sense of community and continuity that most other games fail out.
2a) Lion of the North. This is a supplement for Ars Maigca that hits all the right notes. There are campaign and adventure ideas, brilliant NPCs, new mechanics that are not broken, a top-to-bottom description of the land and the society without getting too academic, history, culture, mores, and all the rest. This is what a regional supplement in
any game should be patterned after.
3) Nobilis, 2nd ed. To quote from Alice, "It fills my head with all manner of ideas, but I'm not sure exactly what the ideas are; somebody killed something, that's clear at any rate." Nobilis puts a sense of wonder back into
everything! This is the only "no randomizer" game that has a working system. It also has the greatest involvement of the players in both character development and the shape of the world of any system I have ever run across. To top this off, it just constantly strikes small chords in my mind, filling me up with ideas for hundreds of campaigns.
4) Chrome Book 1. Want an example of an equipment supplement that actually enhances the
tone of your game, rather than just the "more things" factor? This was it. The equipment included in this supplement added to the "style" side of Cyberpunk -- most of the items listed were non-lethal, several were of minimal adventuring aid, but all, ALL were in keeping with the ethos of Cyberpunk.
5) Blue Planet, revised. Another idea mine, a setting that just doesn't end, a system that is highly flexible, enough to include both high power and low power characters
in the same campaign, and an open enough view of its own setting that there are no set and absolute "White Hats/Black Hats". I ran in a very good campaign (sadly briefly) where the
corporations were the good guys. Unlike most campaign settings, this one allows for multiple points of view, no overly-imposed metaplot, and hordes of room for the GM to step in an tailor the campaign to the tastes of his players. No other campaign setting has even come close to this.
Well, there are probably about a dozen others I could name (
Over the Edge,
Pendragon, etc.), but this will do for now.
