Games that didn't survive first contact. . .


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I don't remember. I'm not sure I even wanted to know.

I seem to recall you have stats for both circumference and length, with women also having stats for... I should probably just stop talking now, shouldn't I?

And now you know the reason why FATAL is a four letter word among gamers...
 

Heroes Unlimited: I picked up the book with the Steranko art. The classes looked interesting. The combat system looked decent with cool things like Roll w/ the Blow.
Then, I went to make a character. Palladium should have been sued for false advertising with the title. It is one of the most limiting superhero games I have encountered (or perhaps the most). On top of that, many of the mechanics that I disliked (for a superhero game) exposed me to the very things that I think make it necessary to go an M&M route to make a good d20/OGL superhero game.

Hero System I love the character generation. However, I hate looking at a Champions character sheet and combat, in my experience, bogged down very fast. Also, I didn't care using it for magic in a fantasy game.

Iron Heroes: The premise for the game and my like of the Book of Iron Might is what attracted me. However, the classes, the skill groups, tokens and other mechancis just turned me completely off from the game. Hmm. 4e is almost an exact repeat and I doubt that I will look at another game by Mr. Mearls as lead developer/mechanical developer.

Star Wars d6: Star Wars it has to be cool, right? The mechanics just left me cold, but I still like it better than the d20 versions.

Warhammer 1e: I love the setting. The basics of the combat mechanics.

Superworld, Elric!, Call of Cthulu All of these games seemed really cool. However, each time got to combat, the basics of resolution (how defense and parry worked), just turned us off. Maybe we were handling defense and parry incorrectly, but we just gave up.

Marvel Superheroes Roleplaying Game: Not truly failed first contact, because I houseruled the hell out of it and played it until discovering other superhero games. However, it would have failed if I had known of other alternatives for superheroes.
I loved the Marvel Universe of the 1970s and early 80's and an rpg sounded great. Unfortuantely, the game did not failed to capture the feel of Marvel comics for me. Spiderman can't catch a cold. Combat and Reputation mechancis led to situations you won't see or rarely see. The ranks were full of numbers that meant nothing when what it needed was a few additional ranks and revised strength ratings. Oh, and many charactres were poorly researched.

Marvel Superheroes Adventure Game: Some noticeable improvements from the MSHRPG mechanics (e.g, actual opposed checks and allowing more variety of ability scores). Unfortuantely, the combat mechanics still resulted in situations you won't find in the comics or were much more common. Plus, the movement rules horrible. It really took Steve Kenson (of Mutants and Masterminds) and the rest of the MSHAG community to rework the game into something worth playing, imo.
And, again poorly researched characters. One of the sourcebook writers admitted on a message board that he was not familiar with most of the characters in the book he wrote. He was really only familiar with one title and interested in another portion of the Marvel Universe.

DC Universe Roleplaying Game I checked out the book on a recommendation and it looked spectacular (except for the newsprint paper). Everything looked good until I got to lifting, movement, and the manipulation powers. Lifting and movement were tied to huge charts of numbers that relied on the die code for column and a skill roll to get results making it difficult to pin a rating - huge jumps in scale and way too many possible results for my taste. The revised lifting and movement rules in the power supplement did not fix the problem.

The manipulation powers also suffered from being tied to die codes, because you had to have die codes to gain access to specific abilities. Oh, wait, you didn't! You could trade things around, but there was no real guidelines and the structure got messy.


AD&D 1e and 2e (these days)

Rolemaster was an interesting case. My friends, who only had played DND, initially found it too complex. However, they later gave it another attempt when a new addition to the group offered to run it (by this time, they had exposure to other games). Rolemaster became their favorite fantasy game. Unfortunately, we had to stop playing it, because two players moved cross country and the new additions to the group had problems with the math.
 
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Silver Age Sentinels didn't survive very long with my group of players. As soon as someone discovered the Damage Absorption/Damage Conversion plus some Armor ranks loop things went to hell. Also, one player made himself invisible to every human sense except smell and then gave himself the Reincarnation power that allowed him to return to life in a day. Bah.
 

I sat down with Raven S. McKraken to discuss "The World of Synnabar" but was laughing so hard within the first half hour that we never actually got to the game. No offense, Raven. :)
 

Hol: But that was because I am quite certain the game wasn't MEANT to actually be played. Stupid gaming parody made up to look like a runnable system.

You are talking about the same HoL that looked liked it was written in the handwriting of meth-addled caffeine junkie on a 4 day bender right? I don't think HoL was ever made up to look like a runnable system.
 


HÂRN: Spent 3-4 hours rolling up a character and in the end I got a guy who could enchant magical armor...only it took months and months for each item. He had no other abilities.

Hmmm…

Don’t know what game you were playing, but it wasn’t HârnMaster, in any of it’s editions. The 3-4 hours character creation is a possibility, :( but all HM characters have lots of skills and any Shek P’var (mage) would have a spread of spells.

After 30 years:
The unplayables, for me, are:
HeroWars/HeroQuest – I love love love Glorantha and RuneQuest, so why do I hate hate hate this system? Is it me, or is it the system?
Anything called Colon: the Clever Comment – sorry, I just don’t get those games. :(
Twilight 2000 – Hate the system, hate the fluff
Traveller 2300 – Hate the system, love the fluff – I must find a rules system that will work for the background.
Aftermath – much too complicated.
Villains & Vigilantes – why is making a decent superhero game difficult? I wish I knew!
Top Secret – Never worked as a spy game, I could never figure out why until I played James Bond 007, which works.
Star Trek RPG – Played once – Captain: ‘Standard Orbit Helmsman’ - Me: (roll) er, critical failure! That can’t be right, no helmsman critically fails a park starship roll – cue endless arguments.
 

1) Powers & Perils. This made RMSS and 3.5 look like T&T.

This is one of a few games I didn't even read through completely. The wargames-like writing didn't exactly help. I even treid once to make a character, but ended up with a mountain of technical details, whose meaning was completely lost. :yawn:

If we define "first contact" as having actually played or run the game, my vote goes to MERP.

I played it once at a con. The GM had graciously prepared the characters, and I ended up (IIRC) with an Aragorn-like guy. We entered a fight against a single wolf, marvelling at the plethora of curious results. As we didn't fare well in combat, the GM hinted to me that my character had lots of spells available which might help us a lot.

This system is as un-Tolkeinesque as they come. I completely lost my interest in it and activley avoided it for years to come.
 

Hmmm…
HeroWars/HeroQuest

I Love this game. I really do. However it's def not for majority of player types I've run into over the years. I tried to get a game off the ground with a couple of people and they just couldn't grasp the narrative/creative aspect nor "bidding". I think some types of players just need everyting codified and available in a rulebook for them to pick and choose from. Others get inspired and love to make things up as they go along . Nothing wrong with loving or hating it. Different strokes and all :)


This is one of a few games I didn't even read through completely. The wargames-like writing didn't exactly help. I even treid once to make a character, but ended up with a mountain of technical details, whose meaning was completely lost. :yawn:

Avalon Hill had some great physically done RPG products in the early-mid 80s: P&P, RQ3, LOC, but I think the only really good game system they managed to put out was James Bond (Victory Games was a sub of AH).
 

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