Favorite System that Never Caught On

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.
Most people don't like to lose. And in order to love the Dying Earth RPG, you have to love losing in an interesting way :).
 

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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've always been kind of interested in this- I have over 40 vance books- including a signed copy of the ist edition of The Dying Earth. I've even met Jack Vance, but for some reason I've never bought this game. :\
 

Spelljammer. I really liked that concept.

There was also a really cool 2e product called Thunder Rift. It was a small self-contained campaign area with a terrific map. One inch = one mile is something I was able to wrap my mind around easily.
 

Millennium's End - I always thought the skills system and the shooting mechanics were very sweet. I'll admit the wound system could have been simpler.
 

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).
 
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re superworld

Glyfair said:
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).

I ran it and it seemed to work pretty well for us, but, man that was 1987 or something, and i was innured to crazy rule sets- D&D Clerics couldn't even carry swords in those days. :D

As for Champions, I've owned it twice and really tried to like it, but the character builds make my head hurt. I'll be trying M&M soon, though.
 

Over the Edge.
Brilliant system.

Earthdawn made for decent gaming. When it came out the classes were (a bit) more balanced than DnD.
 


Synnibar.

Ones that have a fan base, but I hope get much bigger?

Castles and Crusades
Legend of the 5 Rings
True20
Traveller
Shadowrun
 

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