One FRPG besides D&D

While I'm a happy player in one DnD campaign, the d20 rules do not suit my GMing-style very well. Too many niggling details I can't get over. So I prefer other FRPGs anyhow.

7th Sea -- GREAT GAME! Can't say enough good things about it. Only negative point is advancement is screwed. This has become quiet apparent in our 3 year long campaign.

Lejendary Adventure -- my prefered alternative to DnD. None of the niggling rules problems, tons of flexibility, and fits the swords and sorcery genre perfectly.

Earthdawn -- I want to PLAY! To bad I can't find a game around here.

Castle Falkenstein -- my favorite RPG that I hate to run. I just don't feel I do the setting justice as a GM. If this was the only RPG I could play for the rest of my life, however, I'd be happy!
 

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Everquest d20, all the way baby.

If has a feel that standard 3rd Edition lacks. And the game just plain rocks, everyone should definetly check it out.
 


Talath said:
Everquest d20, all the way baby.

If has a feel that standard 3rd Edition lacks. And the game just plain rocks, everyone should definetly check it out.

My curiosity's piqued. I'm always looking out for that bigger, better campaign setting, and most of the standard D&D settings suffer too much from the aforementioned inbreeding. Care to elaborate on how EQ rocks?

roytheodd said:
Ars Magica - the best magic system EVER!

IMO, this game would game would be more successful if it presented itself as a game for party-oriented adventuring, not a game for "a wizard and his flunkies". As potent as magic is, I've played "companions" in Ars Magica and been just as useful and effective as the mages. Double skill points kicks arse, and there's a lot of good things about Ars Magica's system that have nothing to with magic (Self-Confidence, Personality traits, Soak rolls, the Melee initiative system, to name a few).
 
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d20 Wheel of Time with a custom setting?

Or maybe the new Lord of the RIngs game. Both of them have quite impressed me.

And, of course, I'd continue to play all my non-fantasy RPGs!
teeth.gif
 


Rolemaster. I discovered Rolemaster, after many (many!) years of AD&D, a couple years before D&D3 came out. I loved it. The flexible character creation. The detailed combat. The fact that, while people complained it was too complicated, once they had played a few sessions, it got much much faster, and you got to feel elite for playing the best RPG around.
Note, I speak here of RMSS and later RMFRP, not the old RM and RM2. Those were... interesting.

Then 3rd edition came along, and included most of what I loved from RM, primarily the flexible character creation and cool abilities. I found I could live without the rest of the baggage, and people were more willing to play with me. I'm a convert, but I'll always have a soft spot for RMSS, the game that showed me that you really can make almost any character you can imagine.

--Seule
 

Re: Re: Re: Re: my pick...

Felon said:
IMHO, if the folks at SJG want GURPS to be a truly generic, universal RPG, suitable for campaigns with fictional as well as nonfictional settings, they should reconsider whether harsh realism should be the first and foremost objective when designing a core set of rules. GURPS tacks on cinematic rules to various settings (manifested mainly in the form of outrageously expensive Advantages and Perks) as some sort of aberrant bastardization of that core system. Seems like a bad way to run an omniverse :)

Actually, GURPS is surprisingly easy to tweak into something more cinematic - see my rules variants, for example.

Really, if you allow the PCs to buy a few levels of "Hard to Kill" or "Extra Hit Points", it is quite hard to suddenly kill them with one blow. And they have to reach -HT to make their first survival roll - which won't happen with a single sword blow with your average fighter...

Sure, if you are unarmored and multiple opponents stick axes into you, there's always a chance that you might die, but personally, I don't have much of a problem with this... :D
 

Then 3rd edition came along, and included most of what I loved from RM, primarily the flexible character creation and cool abilities. I found I could live without the rest of the baggage, and people were more willing to play with me. I'm a convert, but I'll always have a soft spot for RMSS, the game that showed me that you really can make almost any character you can imagine.
Seule, what elements from Rolemaster do you miss? Anything you'd like to see integrated into d20?
 

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