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<blockquote data-quote="The Sigil" data-source="post: 356763" data-attributes="member: 2013"><p>Let's see...</p><p></p><p>Was introduced to RPGs with Basic/Expert boxed sets... STILL love them...</p><p></p><p>So... I guess "Boxed Set D&D"</p><p></p><p>1st Edition</p><p></p><p>2nd Edition (HATED S&P, though, and at that point officially went to "if you can't find it in the PHB or DMG, it ain't comin' into my campaign not no way not no how")</p><p></p><p>3rd Edition</p><p></p><p>Talislanta (didn't like - too little flexibility)</p><p></p><p>ICE/Rolemaster (a bit - never played but bought lots of books from which to steal ideas)</p><p></p><p>Marvel Superheroes</p><p></p><p>Star Frontiers (Alpha Dawn, then Knight Hawks, then Zebulon's Guide)</p><p></p><p>Palladium</p><p></p><p>RIFTS</p><p></p><p>Other Palladium System Games (Robotech, Beyond the Supernatural, Teenage Mutant Ninja Turtles)</p><p></p><p>Toon</p><p></p><p>Tales from the Floating Vagabond</p><p></p><p>Star Wars (WEG)</p><p></p><p>Werewolf/Vampire (played with my - at the time - normal D&D group for a while but trust me, the emphasis with those guys was not storytelling but rather min/maxing)</p><p></p><p>Grimtooth's Traps Series (okay, not a system, but great books)</p><p></p><p>Cyberpunk</p><p></p><p>Shadowrun</p><p></p><p>Earthdawn</p><p></p><p>Battletech/Mechwarrior</p><p></p><p>GURPS (still strikes me as the best way to do a magic system - you have to "build up" to bigger spells by learning smaller ones first)</p><p></p><p>Space Opera (AFAIK a small, locally-published thingy from the late 70's - found at a local used-bookstore)</p><p></p><p>I'm sure there is a ton of other stuff I am forgetting, but there's what comes to my mind right off the top of my head. I have at least looked at basically every system that has come out in the last 15 years.</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 356763, member: 2013"] Let's see... Was introduced to RPGs with Basic/Expert boxed sets... STILL love them... So... I guess "Boxed Set D&D" 1st Edition 2nd Edition (HATED S&P, though, and at that point officially went to "if you can't find it in the PHB or DMG, it ain't comin' into my campaign not no way not no how") 3rd Edition Talislanta (didn't like - too little flexibility) ICE/Rolemaster (a bit - never played but bought lots of books from which to steal ideas) Marvel Superheroes Star Frontiers (Alpha Dawn, then Knight Hawks, then Zebulon's Guide) Palladium RIFTS Other Palladium System Games (Robotech, Beyond the Supernatural, Teenage Mutant Ninja Turtles) Toon Tales from the Floating Vagabond Star Wars (WEG) Werewolf/Vampire (played with my - at the time - normal D&D group for a while but trust me, the emphasis with those guys was not storytelling but rather min/maxing) Grimtooth's Traps Series (okay, not a system, but great books) Cyberpunk Shadowrun Earthdawn Battletech/Mechwarrior GURPS (still strikes me as the best way to do a magic system - you have to "build up" to bigger spells by learning smaller ones first) Space Opera (AFAIK a small, locally-published thingy from the late 70's - found at a local used-bookstore) I'm sure there is a ton of other stuff I am forgetting, but there's what comes to my mind right off the top of my head. I have at least looked at basically every system that has come out in the last 15 years. --The Sigil [/QUOTE]
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