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<blockquote data-quote="Wombat" data-source="post: 2761165" data-attributes="member: 8447"><p>I will only give opinions here on games I have actually played. Most of the systems that I don't like have exceptions...</p><p></p><p>I have never been fond of GURPS -- too crunchy, too granular in its resolution, and suffers from what one of my friends refers to as "the hunchback albino dwarf syndrome" (a game where you can make a character fairly powerful, but you have to cripple that character so much that it is not even worth the bother). There is a also an inherent bias in the game that all worlds subscribe to modern physics and biology, which is something that I dislike -- magical worlds will have very different explanations for how the world operates (such is my opinion only -- I welcome counters to it, but not in games that I am running). That being said, as I have said before on these boards, I was involved in a great game of GURPS Tekumel -- a good GM and the right mix of people can get me beyond the shortcomings of almost any system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>World of Darkness -- the system in and of itself does not bother me, as I am rather fond of intuitive "rulez lite" systems. The settings, however, for Vampire, Werewolf, and Wraith were ridiculous. I do not see vampires as romantic doomed figures -- they are leeches with legs and if I had had to put up with Louis' whining, I would have given him a bottle of SPF 3 sunblock and a one-way ticket to San Diego in the summer -- end of whining. And, as some other people have mentioned, the people who play Vampire have turned me off to the game as much as anything, especially the LARPers. I have found too many of them to be pretentious and posing, putting on a false superior air that I find in equal measures comical and nauseating. Again, that being said, I was in a decent Mage game and a very charming Changeling game, although both of these cut way back on the angst from the core rules. The GMs in both cases were quite innovative, willing to cut out much of the background dross, and find the interesting themes embedded within the rules -- lots of fun at that point!</p><p></p><p>Palladium always struck me as the worst aspects of earlier versions of D&D with <strong>more</strong> added in. This coupled with the weird double bonus to impact weapons (maces, for example, tend to do more damage in Palladium than in D&D, yet finding armour that protects against impact weapons is pretty challenging) makes one wonder why all the world is not armed with clubs and staves -- they are obviously the most effective weapons in the world! Unlike the other two systems, I have yet to find a redeeming GM for this game. </p><p></p><p>And the only ccg that I ever seriously got into was <em>On The Edge</em>, and that was because of the rpg. </p><p></p><p>Finally, there are miniatures battles -- WRG, ancient TSR games, and dozens of others from the early 70s through the mid-80s. Been there, done that, and please, please, please never again, especially with anything involving WWII. RPG Rules Lawyers have nothing on people discussing WWII tank armour sloping, ability to spot enemies, and the persnickettiness of measurements and angles. The add to this the Monday morning quarterbacking, the bad blood between winners and losers, the convention circuit rivalries, and suchlike and I can only remember such matters with despair. I found the whole tenor of such gaming so depressing that I swore of miniatures combat forever. This is the major reason that I dislike the increased miniatures-centric aspect of current D&D -- too many foul memories.</p></blockquote><p></p>
[QUOTE="Wombat, post: 2761165, member: 8447"] I will only give opinions here on games I have actually played. Most of the systems that I don't like have exceptions... I have never been fond of GURPS -- too crunchy, too granular in its resolution, and suffers from what one of my friends refers to as "the hunchback albino dwarf syndrome" (a game where you can make a character fairly powerful, but you have to cripple that character so much that it is not even worth the bother). There is a also an inherent bias in the game that all worlds subscribe to modern physics and biology, which is something that I dislike -- magical worlds will have very different explanations for how the world operates (such is my opinion only -- I welcome counters to it, but not in games that I am running). That being said, as I have said before on these boards, I was involved in a great game of GURPS Tekumel -- a good GM and the right mix of people can get me beyond the shortcomings of almost any system. :) World of Darkness -- the system in and of itself does not bother me, as I am rather fond of intuitive "rulez lite" systems. The settings, however, for Vampire, Werewolf, and Wraith were ridiculous. I do not see vampires as romantic doomed figures -- they are leeches with legs and if I had had to put up with Louis' whining, I would have given him a bottle of SPF 3 sunblock and a one-way ticket to San Diego in the summer -- end of whining. And, as some other people have mentioned, the people who play Vampire have turned me off to the game as much as anything, especially the LARPers. I have found too many of them to be pretentious and posing, putting on a false superior air that I find in equal measures comical and nauseating. Again, that being said, I was in a decent Mage game and a very charming Changeling game, although both of these cut way back on the angst from the core rules. The GMs in both cases were quite innovative, willing to cut out much of the background dross, and find the interesting themes embedded within the rules -- lots of fun at that point! Palladium always struck me as the worst aspects of earlier versions of D&D with [B]more[/B] added in. This coupled with the weird double bonus to impact weapons (maces, for example, tend to do more damage in Palladium than in D&D, yet finding armour that protects against impact weapons is pretty challenging) makes one wonder why all the world is not armed with clubs and staves -- they are obviously the most effective weapons in the world! Unlike the other two systems, I have yet to find a redeeming GM for this game. And the only ccg that I ever seriously got into was [I]On The Edge[/I], and that was because of the rpg. Finally, there are miniatures battles -- WRG, ancient TSR games, and dozens of others from the early 70s through the mid-80s. Been there, done that, and please, please, please never again, especially with anything involving WWII. RPG Rules Lawyers have nothing on people discussing WWII tank armour sloping, ability to spot enemies, and the persnickettiness of measurements and angles. The add to this the Monday morning quarterbacking, the bad blood between winners and losers, the convention circuit rivalries, and suchlike and I can only remember such matters with despair. I found the whole tenor of such gaming so depressing that I swore of miniatures combat forever. This is the major reason that I dislike the increased miniatures-centric aspect of current D&D -- too many foul memories. [/QUOTE]
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