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<blockquote data-quote="Celebrim" data-source="post: 9269766" data-attributes="member: 4937"><p>You have me well beat. I don't even know the rules to 100 different RPGs. I doubt I've glanced at the rules for that many, much less actually played them.</p><p></p><p>I have definitely tried branching out - 2D20 Star Trek, Aliens, Mouseguard, Exalted, etc., some run by me, some run by someone else - but every time I do try branching out I am usually really disappointed by the experience. My daughter has a few games under her belt that I don't - Blades in the Dark, Mork Borg, Ten Candles, the latest edition of Paranoia - but the only games she's ever talked about wanting to play more of (besides the ones I've run for her) is 5e D&D and Ten Candles. </p><p></p><p>I've got several games on the shelves right now I'll probably never run just because the work to reward ratio is too poor. For example, I'd love to run a Pendragon game set in Tortall but wow is that a ton of work and I don't have the right group of players for it. I'd love to run Traveller but I don't have the group for it. I'd love to experience a good supers RPG but I don't know how to run one and have never known a supers GM, and even if I did run a supers game I'm not convinced I'd used Mutants and Masterminds to do it. Chill 2e is one of my favorite systems of all time, and some of the best experiences I've had as a player, but I can't see myself running it. I've pretty much given up on running CoC for my current players, as they will suffer through my love of investigation and exploration if there is some great heroic combat at the end of it, but CoC feels like I think all work and no payoff for them. And really, there isn't a CoC vibe I can't accomplish with 3e D&D if I want to. I have a real soft spot for post-apocalyptic RPGs because of my play with Gamma World as a kid, but the work in setting that up is almost as bad as setting up a Tortall Pendragon game. I've thought about running a Star Trek away team game based on Dogs in the Vineyard, but I feel Star Trek is just about dead as a fandom amongst my friend groups and I personally haven't enjoyed a series since TOS. And that's not even getting into ideas I have for games in systems I do play.</p><p></p><p>So while it's definitely good to know what you like rather than like what you know, gaming for me is a lot more about matching the experience to the group and if it works for the group you probably don't need to change it. Currently I'm 216 hours into a Star Wars D6 campaign and we haven't done more than six months of the lives of the bounty hunter PCs in that campaign, and I've probably got ideas for another 300-400 hours in my campaign guide. I'm not really in need of a new system.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9269766, member: 4937"] You have me well beat. I don't even know the rules to 100 different RPGs. I doubt I've glanced at the rules for that many, much less actually played them. I have definitely tried branching out - 2D20 Star Trek, Aliens, Mouseguard, Exalted, etc., some run by me, some run by someone else - but every time I do try branching out I am usually really disappointed by the experience. My daughter has a few games under her belt that I don't - Blades in the Dark, Mork Borg, Ten Candles, the latest edition of Paranoia - but the only games she's ever talked about wanting to play more of (besides the ones I've run for her) is 5e D&D and Ten Candles. I've got several games on the shelves right now I'll probably never run just because the work to reward ratio is too poor. For example, I'd love to run a Pendragon game set in Tortall but wow is that a ton of work and I don't have the right group of players for it. I'd love to run Traveller but I don't have the group for it. I'd love to experience a good supers RPG but I don't know how to run one and have never known a supers GM, and even if I did run a supers game I'm not convinced I'd used Mutants and Masterminds to do it. Chill 2e is one of my favorite systems of all time, and some of the best experiences I've had as a player, but I can't see myself running it. I've pretty much given up on running CoC for my current players, as they will suffer through my love of investigation and exploration if there is some great heroic combat at the end of it, but CoC feels like I think all work and no payoff for them. And really, there isn't a CoC vibe I can't accomplish with 3e D&D if I want to. I have a real soft spot for post-apocalyptic RPGs because of my play with Gamma World as a kid, but the work in setting that up is almost as bad as setting up a Tortall Pendragon game. I've thought about running a Star Trek away team game based on Dogs in the Vineyard, but I feel Star Trek is just about dead as a fandom amongst my friend groups and I personally haven't enjoyed a series since TOS. And that's not even getting into ideas I have for games in systems I do play. So while it's definitely good to know what you like rather than like what you know, gaming for me is a lot more about matching the experience to the group and if it works for the group you probably don't need to change it. Currently I'm 216 hours into a Star Wars D6 campaign and we haven't done more than six months of the lives of the bounty hunter PCs in that campaign, and I've probably got ideas for another 300-400 hours in my campaign guide. I'm not really in need of a new system. [/QUOTE]
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