kigmatzomat
Legend
Shadowrun 4e. The main book has everything a new player & GM would need. Returning players will probably find it has about 85% of what they want which is still pretty good for a game with tons of supplements. The 4e system revised the mechanics so the game is much simpler on the whole. I've been playing SR since the original blue book and find this version to be arguably the best. (IMO the best versions are SR4, SR2, SR3, SR1)
Palladium: Meh, I'm not that fond of it but whatever floats yer boat. It is pretty close to d20 with spell points. Once upon a time I'd have said D&D with spell points.
Deadlands: I love it but between the odd mechanics and the setting it seems to get a pretty lukewarm response.
White wolf: everything spooky. the system is kinda sparse but the settings are detailed.
Witchcraft/Armegeddon: Witchcraft is kinda like WW's World of Darkness, Armegeddon is more like the apocolypse is ongoing. The mechanics were straightforward and seemed decently written, though I disagree with a few of the design decisions in Unisystem. You can actually get the Witchcraft book as a free download off of either Eden's site or DTRPG or whatever it's called now.
Serenity: the Firefly RPG. No experience with it at all.
Heroes 5e (6th?): It's the hero system, grab a calculator and brush off your algebra skills.
Cyberpunk 4th ed: Pass. It was so bad a buddy offered to give me his copy if I'd buy them a beer. I declined.
Champions New Millenium: Heroes using the Fuzion system. May not be in print. Wasn't that popular with the Heroes crowd, the system was too simple. I found it quite reasonable.
Earthdawn: 2e is out by Living Room Games and Redbrick apparently has Earthdawn Classic, or some such. Very rich world, mechanics are an elegant design but a little cumbersome in play at mid-high levels. Most of the 2e/classic books are compatible with most 1e supplements, though 2e supercedes some rules.
Palladium: Meh, I'm not that fond of it but whatever floats yer boat. It is pretty close to d20 with spell points. Once upon a time I'd have said D&D with spell points.
Deadlands: I love it but between the odd mechanics and the setting it seems to get a pretty lukewarm response.
White wolf: everything spooky. the system is kinda sparse but the settings are detailed.
Witchcraft/Armegeddon: Witchcraft is kinda like WW's World of Darkness, Armegeddon is more like the apocolypse is ongoing. The mechanics were straightforward and seemed decently written, though I disagree with a few of the design decisions in Unisystem. You can actually get the Witchcraft book as a free download off of either Eden's site or DTRPG or whatever it's called now.
Serenity: the Firefly RPG. No experience with it at all.
Heroes 5e (6th?): It's the hero system, grab a calculator and brush off your algebra skills.
Cyberpunk 4th ed: Pass. It was so bad a buddy offered to give me his copy if I'd buy them a beer. I declined.
Champions New Millenium: Heroes using the Fuzion system. May not be in print. Wasn't that popular with the Heroes crowd, the system was too simple. I found it quite reasonable.
Earthdawn: 2e is out by Living Room Games and Redbrick apparently has Earthdawn Classic, or some such. Very rich world, mechanics are an elegant design but a little cumbersome in play at mid-high levels. Most of the 2e/classic books are compatible with most 1e supplements, though 2e supercedes some rules.