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Games you thought you'd like and hated and games you thought you'd hate and liked
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<blockquote data-quote="jdrakeh" data-source="post: 4057879" data-attributes="member: 13892"><p><strong>Thought I Would Like But Hated:</strong></p><p></p><p><em>True20</em> -- After some long thought, I realized that despite being based on the d20 System, there was a redicuolus lack of cohesion with regard to powers in True20, both in regard to damage and basic effects. If I didn't want a generic system that emulates genres with supernatural elements or magic, I could see myself liking True20 very much. As it stands, there are simply <em>dozens</em> of better options for on my shelf for that kind of thing.</p><p></p><p><em>C&C</em> -- On paper, I still think that it looks fantastic. In actual play, however, for me <em>and</em> for my players C&C didn't provide enough options for mechanical character customization or tactical gameplay (I could have added that stuff myself but, really, it was more productive to simply buy a game that includes it as-written). In the end, it also became apparent that you can actually recreate a near exact facsimile of C&C simply by ignoring 98% of the rules in the D&D PHB, making my purchase of actual C&C rule books somewhat regrettable. </p><p></p><p><em>Burning Wheel</em> -- I soooooo thought that I'd like this game but. . . gah! There are two physical combat systems (both entirely different), a social combat system, and several different bean counting resource management systems for everything from physical health to Arete. Ultimately, it seems like the game tries to be everything to everybody and suffers, mechanically, as a result. There <em>are</em> good ideas in there (the lifepaths are brilliant) but the larger game is a fractured, disorganized, mess with no central identity. </p><p></p><p><strong>Thought I Would Hate But Liked:</strong></p><p></p><p><em>Palladium Fantasy</em> -- When reading the rule book, I hated the 'everything and the kitchen sink' approach to races, the inconsistent skill system, and the incredibly fiddly combat rules. In actual play, however, I think only AD&D has produced a more pleasureable fantay game experience for me than Palladium Fantasy. All of that stuff I hated on paper ended up being unobtrusive in actual play. I had a lot of fun playing PF. </p><p></p><p><em>D&D 3x</em> -- I put off buying D&D 3x for a looong time. I didn't really buy anything d20 until 2002, and even then, I steered clear of D&D 3x. I eventually played in a few D&D 3.0 games and had a lot of fun. While I'm still not thrilled about DMing D&D 3x (it still requires more preip works than most systems I know, including all of its predecessors), I can think of few systems that have led to more pleasurable gaming for me in recent years.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4057879, member: 13892"] [b]Thought I Would Like But Hated:[/b] [i]True20[/i] -- After some long thought, I realized that despite being based on the d20 System, there was a redicuolus lack of cohesion with regard to powers in True20, both in regard to damage and basic effects. If I didn't want a generic system that emulates genres with supernatural elements or magic, I could see myself liking True20 very much. As it stands, there are simply [i]dozens[/i] of better options for on my shelf for that kind of thing. [i]C&C[/i] -- On paper, I still think that it looks fantastic. In actual play, however, for me [i]and[/i] for my players C&C didn't provide enough options for mechanical character customization or tactical gameplay (I could have added that stuff myself but, really, it was more productive to simply buy a game that includes it as-written). In the end, it also became apparent that you can actually recreate a near exact facsimile of C&C simply by ignoring 98% of the rules in the D&D PHB, making my purchase of actual C&C rule books somewhat regrettable. [i]Burning Wheel[/i] -- I soooooo thought that I'd like this game but. . . gah! There are two physical combat systems (both entirely different), a social combat system, and several different bean counting resource management systems for everything from physical health to Arete. Ultimately, it seems like the game tries to be everything to everybody and suffers, mechanically, as a result. There [i]are[/i] good ideas in there (the lifepaths are brilliant) but the larger game is a fractured, disorganized, mess with no central identity. [b]Thought I Would Hate But Liked:[/b] [i]Palladium Fantasy[/i] -- When reading the rule book, I hated the 'everything and the kitchen sink' approach to races, the inconsistent skill system, and the incredibly fiddly combat rules. In actual play, however, I think only AD&D has produced a more pleasureable fantay game experience for me than Palladium Fantasy. All of that stuff I hated on paper ended up being unobtrusive in actual play. I had a lot of fun playing PF. [i]D&D 3x[/i] -- I put off buying D&D 3x for a looong time. I didn't really buy anything d20 until 2002, and even then, I steered clear of D&D 3x. I eventually played in a few D&D 3.0 games and had a lot of fun. While I'm still not thrilled about DMing D&D 3x (it still requires more preip works than most systems I know, including all of its predecessors), I can think of few systems that have led to more pleasurable gaming for me in recent years. [/QUOTE]
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