Odhanan said:
The HeroWars/HeroQuest game that used Glorantha after RuneQuest could have been more popular, I think. It just requires a bit imagination and understanding between GM and players as far as the rules interpretations are concerned. I find the system pretty cool otherwise.
This system was so close, but so far for me. I love the general concepts. However, it is almost completely non-tactical (except from a complete metagame POV). I don't mind an abstract system, but my players & I need to feel that our in game tactical decisions have some effect on the outcome.
Jack Morgan said:
Superworld. It was more rational than V&V and simpler than champions. I also liked Ringworld, both are BRP games, though, so I don't know that they count so much in the "never caught on" category.
There were things I liked about it, but it just didn't work very well, IMO. Champions was far superior. I would have even prefered Golden Heroes (which I tried a few times around then).
Hussar said:
I was introduced to Dying Earth RPG a while ago and thought it was brilliant. It hasn't seemed to go very far, although there is a nice core of fans. Difficult to find players though. Loads of fun.
I like this system a lot. Unfortunately, as written it pretty much needs to be a group that has experienced the Dying Earth books. I just don't know that many players outside of myself who qualify. I would be easy enough to tweak.
Of the systems I've played, that I wished had caught on, I'd have to vote on Hero Wars/Heroquest. Although I found a major flaw in it, if more people were attracted to it, someone would come up with something to address that flaw (indeed, still might).
My second choice is Draqonquest. I played in a campaign of it. I also borrowed the magic system for a Melanda campaign (Melanda doesn't have a strong magic system).