Games you were turned off of and why

WoD. The fluff to me is just lame.

Plus I find that if you play V:tM or W:tA or whatever THIS: THE THAT WoD game you like you eventually think you're a vampire/werewolf/flumph/etc.
 

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Any sort of Superhero game ever. Publisher and system doesn't matter, I've just never had good experiences with playing in a supers game. I really can't explain it fully, but the focus of the games just never struck a chord with me.

Of course, I never read comics, and so I don't have that to draw upon, and I prefer seriously darker games, so the whole 'you have superpowers and are a hero!' style never hooked me. A lot of folks enjoy the concept, but it's not my thing.
 


Werewolf: The Apocalypse. I liked most of it, but hated the built-in religion and conflict.

The Palladium system. At first the universal nature seemed great, until GMs got the idea to try to combine the various games. Then the power level discrepancies really became apparent. Maybe it was just bad GMing.

D&D 3e. I thought it had some great innovations, until my game started to get completely bogged down with said innovations.
 

Shemeska said:
Any sort of Superhero game ever. Publisher and system doesn't matter, I've just never had good experiences with playing in a supers game. I really can't explain it fully, but the focus of the games just never struck a chord with me.

Oh, my goodness... we must cure you of this affliction at a gameday someday! ;)

Just kidding. I've known several people who love D&D, and everything from apocalypse to prehistory, but just don't do superhero genres...
 

Let's see, games I will never play, or will never play again:

Rifts. Actually, anything by Palladium, but Rifts in particular. I have some strong disagreements with Kevin S. so I refuse to support him. This is the only one that qualified under the "I never played it and never will" banner here.

Hero System. Maybe it was the GM. No, now that I think of it, it was under 2 different GMs, so it must be the system. Overly complex system, dice rolling conventions that don't make sense, and a character creation system that makes even a diehard GURPS fan like myself cringe.

Boot Hill. Do I really have to explain why?

Decipher LotR. I just found the whole system to be counter-intuitive. Maybe it was just me.

That should be enough, right?

Edited followup: I sometimes get tired of D20 games too. Sometimes I just want to do something different.
 
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LostSoul said:
(They actually stripped stormtroopers for their armour! What is up with that?)

Yeah, 'cause Luke and Han would never do anything like that! ;)

All kidding aside, there are a few things that keep me from completely embracing d20 SW with all my heart - and one huge section is the starship rules. I want to be able to run something approaching one of the X-Wing computer games with SW characters, and the system is just ... hard ... to do it with.
 

Patryn of Elvenshae said:
Yeah, 'cause Luke and Han would never do anything like that! ;)

Well, they didn't pawn them off to the rebels. ;)

I think what I don't like is the reward system. Looking at all those 20 levels ahead of you, all the cool stuff you can do when you get thousands of XP, it makes you want to go out and get XP. And I could be wrong, but don't you get XP for killing guys (overcoming challenges) just like in D&D?

The cool things you could do in d6 weren't written down in hard code in the system. It relied on what you could come up with at the time. So there was a different feel to the entire game. And you got "XP" by doing neat stuff, dramatic stuff, and (especially) heroic stuff.

Not that there is anything wrong with the d20 system. I just approached it expecting something else.
 

- 2nd Edition AD&D. Played 1E for years, played 2E for years, just got fed up with the clunkiness of the system. 3E brought me back into the D&D fold, after a hiatus of probably 5 years.

- Star Fleet Battles. It wasn't the insanely complex rules that got to me, it was the twerp who taught me the game. Every time we played, he'd triumphantly pull some obscure rule (that I'd never heard of) out of his butt and use it to mop the floor with me.

- TORG. Great setting, lousy mechanics. Too often, it'd seem like combats would just drag on and on, until either (a) one side or the other got a run of great dice rolls (the mechanic seemed to be too highly dependent on spectacular results to get anything accomplished), or (b) the bad guy finally ran out of Possibilities, and could no longer cancel out our hits on him.

- Top Secret. Much the same issue as TORG. The system was an actuarial's dream. "Levelling" up a PC after an adventure was insanely complicated.

- Magic: the Gathering. I had fun playing with my friends, but wasn't interested in tuning the *&%$ out of a deck to be able to compete in tournaments. When some of my friends moved out of town, I stopped playing.

- Star Wars CCG (Decipher). My Magic-playing friends were never particularly interested, and the few times I played in more competitive settings, my "fun" decks always got spanked.

- Strat-o-Matic Baseball. I used to play this a ton. The 1994 baseball strike soured me on the sport in general, and I never went back to the game.
 
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