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If you could try a RPG that ISN'T D&D...
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<blockquote data-quote="Morte" data-source="post: 1764903" data-attributes="member: 9413"><p>Try some different gaming experiences.</p><p></p><p><a href="http://www.chimera.info/dustdevils/index.html" target="_blank">Dust Devils</a></p><p>Shoot, or give up the gun. Life in the old west, with every PC driven by a (psychological) devil. Instead of rolling hits and damage, or success/failure, you roll to see who at the table describes what happens. Except you don't roll, you draw poker hands (and use poker chips as a sort of drama points).</p><p></p><p><a href="http://www.sorcerer-rpg.com/" target="_blank">Sorcerer</a></p><p>Possibly the cleverest RPG ever made. Resolution works like stories or movies rather than mundane reality -- you build up a sort of narrative momentum, and it generally carries you to a climax. Designed to be fun at the table (you get a bonus for being dramatic and a penalty for saying "I swing at the XXX"). Elegant teamwork -- if the bard gets 'em worried by taunting, the fighter gains an edge when the battle starts (i.e. the bard player can donate his success dice to the fighter's dice pool).</p><p></p><p><a href="http://www.theriddleofsteel.net/whatis/" target="_blank">The Riddle of Steel</a></p><p>Ultra-deadly combat, but huge bonuses for doing things your PC really cares about, makes for truly heroic roleplay. The only game I know of where the best way to powergame is to invent an interesting, dramatic character and roleplay them to the hilt. There are certain conditions: the GM must provide adventures the PCs actually care about, or they will die. The PCs must roleplay their characters, or they will die. It's no good if you just want to kill orcs for loot on Tuesday night. But if you want something more, try TRoS.</p><p></p><p>And hey, Traveller.</p></blockquote><p></p>
[QUOTE="Morte, post: 1764903, member: 9413"] Try some different gaming experiences. [URL=http://www.chimera.info/dustdevils/index.html]Dust Devils[/URL] Shoot, or give up the gun. Life in the old west, with every PC driven by a (psychological) devil. Instead of rolling hits and damage, or success/failure, you roll to see who at the table describes what happens. Except you don't roll, you draw poker hands (and use poker chips as a sort of drama points). [URL=http://www.sorcerer-rpg.com/]Sorcerer[/URL] Possibly the cleverest RPG ever made. Resolution works like stories or movies rather than mundane reality -- you build up a sort of narrative momentum, and it generally carries you to a climax. Designed to be fun at the table (you get a bonus for being dramatic and a penalty for saying "I swing at the XXX"). Elegant teamwork -- if the bard gets 'em worried by taunting, the fighter gains an edge when the battle starts (i.e. the bard player can donate his success dice to the fighter's dice pool). [URL=http://www.theriddleofsteel.net/whatis/]The Riddle of Steel[/URL] Ultra-deadly combat, but huge bonuses for doing things your PC really cares about, makes for truly heroic roleplay. The only game I know of where the best way to powergame is to invent an interesting, dramatic character and roleplay them to the hilt. There are certain conditions: the GM must provide adventures the PCs actually care about, or they will die. The PCs must roleplay their characters, or they will die. It's no good if you just want to kill orcs for loot on Tuesday night. But if you want something more, try TRoS. And hey, Traveller. [/QUOTE]
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