Games you were turned off of and why

Zappo said:
The WoD in general, and Vampire in particular. I don't like the mechanics, which make skills way too unreliable. Setting-wise, I find that many of them suffer from the problem that it is nigh impossible to find a decent reason for which the party should get together.
Surely that's a failure of player imagination. I can think of a dozen reasons for either version. :)
 

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Turn offs: GURPS. Don't like the system much (and this coming from a Champions player) but really this is mostly for the GM who ran it for me. Only game I've been in where the GM introduced my new character as a guard of a chest the party had to open, with my orders being to stop them. He later admitted he expected the party to kill my PC.

DnD before 3e. Really just could never get into it. But I've never been able to wrap my brain around a world where ownership is decided by killing the owner and taking his stuff. For whatever reason this bugged me less in 3e. Really just my personal taste.

In Nomine: Loved the concept of the game, didn't like the execution.

Paranoia: I just don't have the right mind set for this. I'm overly serious if anything.

Stuff I like: WOD. I was a big player of this. Usually managed to avoid the angst and steer things toward politics where the focus should be. Of course, I wear black 24/7..:)

Hero System: Played and GM'ed it for years, easily my favorite system for superheros and for most human level games as well.
 

Whisperfoot said:
Epic of Aerth and Metropolic were both good additions. In fact, Metropolis has been converted to D20 and released by Necromancer Games, and Epic iof Aerth is rules generic, so it can be used as a setting for D&D. I've been thinking of doing just that for a long time, but haven't gotten around to it.

That sounds cool! :cool:

I actually wouldn't mind playing Epic of Aearth and Necropolis again using the original Mythus rules, but only with my already created characters - like I said, character creation took forever. ;)


-G
 

Rolemaster is a game written by lawyers to be played by accountants. My image of hell is having to constantly do math to see if I hit something. I don't care if I took out somebody's eye doing it. I want to put out my own eyes having to read 4pt. text all day and night.
 

Warlord Ralts said:
Twilight 2000: Fun game, excruiciating mechanics.

I would agree if you're referring only to the First Edition (first released in 1984), though my friends and I did play it for two years. We then moved on to the Second Edition (1990), which completely overhauled the ruleset for the better, and then to Version 2.2 (1993) which streamlined it even further.

As a matter of fact, I wouldn't hesitate to referee and/or play Version 2.2 today. :)


-G
 

Goodsport said:
I would agree if you're referring only to the First Edition (first released in 1984), though my friends and I did play it for two years. We then moved on to the Second Edition (1990), which completely overhauled the ruleset for the better, and then to Version 2.2 (1993) which streamlined it even further.

As a matter of fact, I wouldn't hesitate to referee and/or play Version 2.2 today. :)


-G
I am referring to the old 1E boxed set of Twilight 2000.

The other came out while I was overseas, and didn't exactly have access to them. :D
 

Whisperfoot said:
Yeah, that never made sense to me. I couldn't even see any form of game design logic behind it at all, so I simply ignored it in my game. Of course knowinga thing or two about actual fights, I shortened the combat round to six seconds immediately after starting to play 2nd edition. There were some who called me a heretic and refused to play in my game for not following the RAW, but I was vindicated when 3E was released.

We'r out of the same school, so to speak. I, too, shortened rounds after beginning to take fencing as a teen. I quickly learned that a minute is way TOO long. Heh. :cool:
 

Lessee...

Amber: I played this with my friends for a while sophomore year of college. I expected there to be more rules than GM Fiat. I was sadly mistaken. This game is the reason I never, ever trust the DM. And I *hated* the first novel.

The Babylon Project: Someone else mentioned this, and it is a turkey. I was excited about it, being a (now-recovered) B5 junkie. This was, in fact, part of the recovery process.

Vampire: the Masquerade: We played the Dark Ages version for a few sessions, but dropped it. Interesting game, but it was entirely too icky for my taste. "Mmmm...this street urchin has a particularly fine vintage!" Though I did enjoy co-DMing a Vampire game, where I got to slaughter the poor benighted leeches. *That* was fun.

Brad
 

Black Omega said:
Turn offs:
Paranoia: I just don't have the right mind set for this. I'm overly serious if anything.

Just so you know, the latest version comes in three styles, one of which is Deadly Serious, called "Straight". It might be more your thing.
 

D&D anything pre 3e- played lots of AD&D back in the day.

Love the Hero system though some in our group have gotten tired of it and there are other systems that he likes to GM for so I can miss out on it.

ShadowRun- never understood the system, never wanted to, played it reluctantly until I felt that I would vomit from playing it one more time. Basically I wasn't even paying attention anymore while playing because of my hatred for the system and my lack of understanding of the world. (Read a couple of the novals because one of the Players wanted me to get more interested. Only continued past page 20 of both because of who it was that asked me. Guess I shouldn't have bothered. :( )

Gamma World 1st Ed- ya, kinda didn't like system, though the world was neat.

Pendragon- played in twice, ya, there's an experience I won't repeat.

Amber- Ahh, God.

Few others that have been washed from my past by better systems, experiences, etc over shadowing them.
 

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