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<blockquote data-quote="Imret" data-source="post: 2761038" data-attributes="member: 991"><p>Ooooh boy. There are a few of these...</p><p></p><p>The first would be the Palladium system in general, Rifts in particular. Don't get me wrong, they may write some really really cool material and I'm scavenging it for bits and pieces for my homebrew, but you could drive a Star Destroyer through the holes in the combat system and never graze the edges. On the other hand, Teenage Mutant Ninja Turtles And Other Strangeness was a great concept.</p><p></p><p>Magic: The Gathering suffered in my eyes from an almost utter inability to be really fun for the casual player. This may be because everyone else I know supported their habit by careful trades and outright scams and sales and had been playing it from the moment the first starter deck hit the shelves, whereas I played from two editions before Ice Age up until Ice Age and only spent about $200. I had no interest in card-by-card deck construction, analyzing all the cards for usefulness, trading like a 13th century spice merchant, and generally expending most of my brain power on it. As a result, I -always- lost.</p><p></p><p>The WoD games turned me off, each for their own reason:</p><p>* Werewolf, because I couldn't find anybody who didn't just want to play D&D with werewolves (Kill wyrm creatures! Kill Garou! Take their things!).</p><p>* Vampire, because I met people who played Vampire. <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>* Mage, because it took the better part of two hours to explain it to a group, and they still sucked up Paradox like Lik-M-Aid.</p><p>* Wraith, because no-one has ever played Wraith. It looks like it would be awesome, though. I guess that doesn't count?</p><p>* Changeling, because it's just "Happy Bouncy D&D in the shadow of the World of Darkness" and doesn't make them alien enough.</p><p></p><p>Star Fleet Battles, for the "One of us has played 10,000 hours of it, knows every single rule in the game, and insists on -playing- rather than helping us learn it first" reason...and the fact a skirmish between three ships took six hours before we had to quit for the night and write down where we were on the hex map.</p><p></p><p>Legend of the Burning Sands, because if you're not playing the Moto you're gonna lose.</p><p></p><p>Shadowrun and its half-breed illegitimate child Cybergen, because I prefer my gritty cyberpunk RPGs <strong>WITHOUT</strong> magic, thank you very much. Also, as far as Shadowrun goes, I've never held so many d6's in my hand and failed to kill something with them.</p><p></p><p>As a side note....</p><p>While I recognize it's kind of house-rulesy, there would be nothing preventing a given GM from changing the d20 SW game to work that way; might make a better game. Just saying, is all.</p></blockquote><p></p>
[QUOTE="Imret, post: 2761038, member: 991"] Ooooh boy. There are a few of these... The first would be the Palladium system in general, Rifts in particular. Don't get me wrong, they may write some really really cool material and I'm scavenging it for bits and pieces for my homebrew, but you could drive a Star Destroyer through the holes in the combat system and never graze the edges. On the other hand, Teenage Mutant Ninja Turtles And Other Strangeness was a great concept. Magic: The Gathering suffered in my eyes from an almost utter inability to be really fun for the casual player. This may be because everyone else I know supported their habit by careful trades and outright scams and sales and had been playing it from the moment the first starter deck hit the shelves, whereas I played from two editions before Ice Age up until Ice Age and only spent about $200. I had no interest in card-by-card deck construction, analyzing all the cards for usefulness, trading like a 13th century spice merchant, and generally expending most of my brain power on it. As a result, I -always- lost. The WoD games turned me off, each for their own reason: * Werewolf, because I couldn't find anybody who didn't just want to play D&D with werewolves (Kill wyrm creatures! Kill Garou! Take their things!). * Vampire, because I met people who played Vampire. :D * Mage, because it took the better part of two hours to explain it to a group, and they still sucked up Paradox like Lik-M-Aid. * Wraith, because no-one has ever played Wraith. It looks like it would be awesome, though. I guess that doesn't count? * Changeling, because it's just "Happy Bouncy D&D in the shadow of the World of Darkness" and doesn't make them alien enough. Star Fleet Battles, for the "One of us has played 10,000 hours of it, knows every single rule in the game, and insists on -playing- rather than helping us learn it first" reason...and the fact a skirmish between three ships took six hours before we had to quit for the night and write down where we were on the hex map. Legend of the Burning Sands, because if you're not playing the Moto you're gonna lose. Shadowrun and its half-breed illegitimate child Cybergen, because I prefer my gritty cyberpunk RPGs [b]WITHOUT[/b] magic, thank you very much. Also, as far as Shadowrun goes, I've never held so many d6's in my hand and failed to kill something with them. As a side note.... While I recognize it's kind of house-rulesy, there would be nothing preventing a given GM from changing the d20 SW game to work that way; might make a better game. Just saying, is all. [/QUOTE]
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