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Games that survived first contact...
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<blockquote data-quote="jdrakeh" data-source="post: 4441978" data-attributes="member: 13892"><p>I'm not sure if games in the other thread need "defending" as said other thread is about recounting stories of games that didn't pique the interests of certain players or groups for whatever reason. I mean, in the context of the other thread, the only real defense is "You're a liar!" <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> But I digress. . . </p><p></p><p>Pretty much any game that I didn't personally mention in the other thread <em>did</em> survive first contact for me and my group/s. Of course, this list is several dozen times larger than the three or four games that <em>didn't</em> survive first contact, so I'm going to have to limit myself, here. </p><p></p><p><strong>Dark Heresy</strong></p><p></p><p>Though all of the players (including the GM) were initially put off by the inability of PCs to do anything <em>successfully</em>, after we gained a few ranks in our chosen career paths, things evened out and got a lot more fun (in fact, I'd be playing Dark Heresy later tonight if I wasn't having to deal with some real life issues). </p><p></p><p>I'm personally glad that we rode out the rough patch but we have all decided that if we ever start a new game of DH, we'll be buffing PCs with a few free career ranks. What works fine for generic adventurers in WHFRP (i.e., starting with almost no skill or ability) shatters disbelief for supposedly capable members of an Inquisitor's personal retinue. </p><p></p><p><strong>Star Wars D6</strong></p><p></p><p>One of the other two sci-fi RPGs that survived first contact with me and people I play with, Star Wars D6 spawned the second longest RPG campaign that I had the pleasure of playing in (two years long). </p><p></p><p>That said, I think the reason that it lasted so long had less to do with anything Star Wars than it did with our GM exploiting the biggest strength of the D6 System. . . namely, if we could rationalize a character and provide a fair/unbroken build for it, we could play it. </p><p></p><p>While our game was set in the Star Wars galaxy, we decided that the Universe was infinitely bigger than that was also inhabited by Immortals (via Highlander), vampires (via V:TM), sentient cyborgs (think Terminator/Manhunter), symbiotes (as seen in Spiderman), and all manner of other weirdness. </p><p></p><p>I typically hate kitchen sink settings, but even with all of the potential for wonkiness, this Star Wars game was a blast (and said wonkiness rarely reared its head). In fact, the whole 'vampires in space' thing still intrigues me, despite my never having played one in this Star Wars game. In retrospect, this campaign wasn't just a lot of fun to play, it was also a <em>vast</em> idea mine. </p><p></p><p><strong>Shadowrun 1e - 3e</strong></p><p></p><p>I almost listed this in the other thread for, while I have played a <em>lot</em> of Shadowrun and love it dearly, the rules for decking and rigging usually killed any attempt at a campaign after one session (and sometimes, before that session had ended). That said, the setting oozed enough Cool that everybody kept trying to make it work with different players and different groups over the years. </p><p></p><p>In fact, despite all of the system trouble, I've probably logged just as many hours playing Shadowrun as I have D&D since 1994, which is saying something. And, now that I think about it, I've also had some of my best roleplaying fun <em>ever</em> in the Shadowrun world (though, if memory serves, by that time we were using a very, very, house-ruled version of the 3.0 system that was more <em>conflict</em> resolution and less <em>task</em> resolution). </p><p></p><p>There are a few interesting rules-lite conversions for Shadowrun today that I'm <em>soooooooo</em> tempted to try out, but I traded off all of my Shadowrun books back in 2003 or so and, given that the setting is spread over so many volumes, I doubt that this will ever happen. That having been said, if somebody else is doing the running, I'm always up for a Shadowrun game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>AD&D 1e/2e</strong></p><p></p><p>A hybrid of AD&D 1e/2e was the first game that I ever played as a hobbyist (I had previously played BD&D as part of a school project) and, for several years, the only RPG that I played due to the insular nature of the folks who I played with at the time (only one of them had any willingness to play things other than AD&D). The longest RPG campaign I have ever played in was also played using this system and with this group. </p><p></p><p>I have many very fond memories of AD&D, though only of this 'first' game specifically -- after that, everything seemed to be a series of false starts or <em>campaigns</em> that didn't survive first contact. I've tried hundreds of times to recapture the two and a half years of adventure had in my first AD&D campaign, though I've since come to believe that most of the fun was had because of the people playing, not because of the system itself. </p><p></p><p>Even though I've pretty much given up on AD&D as a system, it's the very <em>first</em> place that I go when I want cool <em>ideas</em> for a fantasy game -- be they adventures, locations, settings, or even characters. There is still a <em>lot</em> of Fantastic in AD&D worth owning, despite the fact that I'm no longer playing it (in fact, I regularly purchase several of the old books in PDF format from RPGNow). </p><p></p><p>When it comes to an abundance of great ideas, I can't think of another product line that has those of AD&D 1e/2e beat for substance (though 3x comes close).</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4441978, member: 13892"] I'm not sure if games in the other thread need "defending" as said other thread is about recounting stories of games that didn't pique the interests of certain players or groups for whatever reason. I mean, in the context of the other thread, the only real defense is "You're a liar!" :hmm: But I digress. . . Pretty much any game that I didn't personally mention in the other thread [i]did[/i] survive first contact for me and my group/s. Of course, this list is several dozen times larger than the three or four games that [I]didn't[/I] survive first contact, so I'm going to have to limit myself, here. [b]Dark Heresy[/b] Though all of the players (including the GM) were initially put off by the inability of PCs to do anything [I]successfully[/I], after we gained a few ranks in our chosen career paths, things evened out and got a lot more fun (in fact, I'd be playing Dark Heresy later tonight if I wasn't having to deal with some real life issues). I'm personally glad that we rode out the rough patch but we have all decided that if we ever start a new game of DH, we'll be buffing PCs with a few free career ranks. What works fine for generic adventurers in WHFRP (i.e., starting with almost no skill or ability) shatters disbelief for supposedly capable members of an Inquisitor's personal retinue. [b]Star Wars D6[/b] One of the other two sci-fi RPGs that survived first contact with me and people I play with, Star Wars D6 spawned the second longest RPG campaign that I had the pleasure of playing in (two years long). That said, I think the reason that it lasted so long had less to do with anything Star Wars than it did with our GM exploiting the biggest strength of the D6 System. . . namely, if we could rationalize a character and provide a fair/unbroken build for it, we could play it. While our game was set in the Star Wars galaxy, we decided that the Universe was infinitely bigger than that was also inhabited by Immortals (via Highlander), vampires (via V:TM), sentient cyborgs (think Terminator/Manhunter), symbiotes (as seen in Spiderman), and all manner of other weirdness. I typically hate kitchen sink settings, but even with all of the potential for wonkiness, this Star Wars game was a blast (and said wonkiness rarely reared its head). In fact, the whole 'vampires in space' thing still intrigues me, despite my never having played one in this Star Wars game. In retrospect, this campaign wasn't just a lot of fun to play, it was also a [I]vast[/I] idea mine. [b]Shadowrun 1e - 3e[/b] I almost listed this in the other thread for, while I have played a [i]lot[/i] of Shadowrun and love it dearly, the rules for decking and rigging usually killed any attempt at a campaign after one session (and sometimes, before that session had ended). That said, the setting oozed enough Cool that everybody kept trying to make it work with different players and different groups over the years. In fact, despite all of the system trouble, I've probably logged just as many hours playing Shadowrun as I have D&D since 1994, which is saying something. And, now that I think about it, I've also had some of my best roleplaying fun [I]ever[/I] in the Shadowrun world (though, if memory serves, by that time we were using a very, very, house-ruled version of the 3.0 system that was more [I]conflict[/I] resolution and less [I]task[/I] resolution). There are a few interesting rules-lite conversions for Shadowrun today that I'm [I]soooooooo[/I] tempted to try out, but I traded off all of my Shadowrun books back in 2003 or so and, given that the setting is spread over so many volumes, I doubt that this will ever happen. That having been said, if somebody else is doing the running, I'm always up for a Shadowrun game :D [b]AD&D 1e/2e[/b] A hybrid of AD&D 1e/2e was the first game that I ever played as a hobbyist (I had previously played BD&D as part of a school project) and, for several years, the only RPG that I played due to the insular nature of the folks who I played with at the time (only one of them had any willingness to play things other than AD&D). The longest RPG campaign I have ever played in was also played using this system and with this group. I have many very fond memories of AD&D, though only of this 'first' game specifically -- after that, everything seemed to be a series of false starts or [I]campaigns[/I] that didn't survive first contact. I've tried hundreds of times to recapture the two and a half years of adventure had in my first AD&D campaign, though I've since come to believe that most of the fun was had because of the people playing, not because of the system itself. Even though I've pretty much given up on AD&D as a system, it's the very [I]first[/I] place that I go when I want cool [I]ideas[/I] for a fantasy game -- be they adventures, locations, settings, or even characters. There is still a [I]lot[/I] of Fantastic in AD&D worth owning, despite the fact that I'm no longer playing it (in fact, I regularly purchase several of the old books in PDF format from RPGNow). When it comes to an abundance of great ideas, I can't think of another product line that has those of AD&D 1e/2e beat for substance (though 3x comes close). [/QUOTE]
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