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<blockquote data-quote="grodog" data-source="post: 3485012" data-attributes="member: 1613"><p>Hmmm, now that you've added more details...</p><p></p><p></p><p></p><p>...let me revise my reply from </p><p></p><p></p><p></p><p>to Call of Cthulhu (current edition is 6th IIRC, but the mechanics are mostly the same throughout the various editions). Its system emulates historical to contemporary to far-futures genres well, it's easy to play and get into (you only need 1 book), and you have a large body of literary inspiration to draw from (HPL and successors, in a variety of styles). You also have Chaosium's early box sets and Pagan Publishing's mature CoC efforts, which together number among the best published adventures/campaigns/supplements in the history rpgs.</p><p></p><p>I'm not a fan of generic rules systems like GURPS, so on that front I think you're limiting yourself quite a bit, since there are a number of rules systems that can easily be adapted to different settings, genres, eras, etc. (including D&D in any of its editions), but it sounds like you definitely want to get away from the d20/OGL mechanics. Therefore, other games I think you should consider checking out to get a strong change of pace from D&D: Ars Magica (5th edition is the current one), Blue Planet (1st or 2nd edition, there was no d20/OGL version), Fading Suns (2nd edition beats the d20/OGL version), Paranoia (1st or 2nd edition beats the d20/OGL version), RuneQuest (2nd edition beats the OGL/d20 version), Star Wars (WEG 2nd edition revised/expanded beats the d20/OGL version).</p></blockquote><p></p>
[QUOTE="grodog, post: 3485012, member: 1613"] Hmmm, now that you've added more details... ...let me revise my reply from to Call of Cthulhu (current edition is 6th IIRC, but the mechanics are mostly the same throughout the various editions). Its system emulates historical to contemporary to far-futures genres well, it's easy to play and get into (you only need 1 book), and you have a large body of literary inspiration to draw from (HPL and successors, in a variety of styles). You also have Chaosium's early box sets and Pagan Publishing's mature CoC efforts, which together number among the best published adventures/campaigns/supplements in the history rpgs. I'm not a fan of generic rules systems like GURPS, so on that front I think you're limiting yourself quite a bit, since there are a number of rules systems that can easily be adapted to different settings, genres, eras, etc. (including D&D in any of its editions), but it sounds like you definitely want to get away from the d20/OGL mechanics. Therefore, other games I think you should consider checking out to get a strong change of pace from D&D: Ars Magica (5th edition is the current one), Blue Planet (1st or 2nd edition, there was no d20/OGL version), Fading Suns (2nd edition beats the d20/OGL version), Paranoia (1st or 2nd edition beats the d20/OGL version), RuneQuest (2nd edition beats the OGL/d20 version), Star Wars (WEG 2nd edition revised/expanded beats the d20/OGL version). [/QUOTE]
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