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General Tabletop Discussion
*TTRPGs General
Roleplaying Games of the 1970s (and very early 80s)
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<blockquote data-quote="ragr" data-source="post: 8100241" data-attributes="member: 6669217"><p>D&D, Traveller and Runequest were the big three for my group of friends, and by big three I mean it was 75% D&D in terms of table time, if not more. We'd play D&D at the weekends, generally all day Sunday, and then if there was any spare time it would be the other two. I'd normally run the D&D and the Traveller and another guy was big on Runequest and would take us out in that on the odd occasion. I remember that the Traveller was almost always very low prep and even improvised; often the pcs would find a patron who'd hire them and then we'd just take it from there. There would also be the trading game but that got very stale, very quickly to our adventurous hearts.</p><p></p><p>Personally I was always sceptical about RQ as it often seemed to bog down in fights that took forever to resolve which is quite ironic given that D&D eventually seemed to take over that reputation from 3rd onwards. </p><p></p><p>We dabbled a little with C&S but it seemed an ungainly beast that sent us scurrying back to what worked for us already. Same thing when Rolemaster arrived, although MERP really lit us up. But we're stretching towards '82 by then and work had reared its ugly head which curtailed most off the cuff games, leaving us with an even more dominant D&D.</p><p></p><p>Ah, blessed, soft focus, nostalgia blanket, wrap me in your loving arms.</p></blockquote><p></p>
[QUOTE="ragr, post: 8100241, member: 6669217"] D&D, Traveller and Runequest were the big three for my group of friends, and by big three I mean it was 75% D&D in terms of table time, if not more. We'd play D&D at the weekends, generally all day Sunday, and then if there was any spare time it would be the other two. I'd normally run the D&D and the Traveller and another guy was big on Runequest and would take us out in that on the odd occasion. I remember that the Traveller was almost always very low prep and even improvised; often the pcs would find a patron who'd hire them and then we'd just take it from there. There would also be the trading game but that got very stale, very quickly to our adventurous hearts. Personally I was always sceptical about RQ as it often seemed to bog down in fights that took forever to resolve which is quite ironic given that D&D eventually seemed to take over that reputation from 3rd onwards. We dabbled a little with C&S but it seemed an ungainly beast that sent us scurrying back to what worked for us already. Same thing when Rolemaster arrived, although MERP really lit us up. But we're stretching towards '82 by then and work had reared its ugly head which curtailed most off the cuff games, leaving us with an even more dominant D&D. Ah, blessed, soft focus, nostalgia blanket, wrap me in your loving arms. [/QUOTE]
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