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Systems You Left after One Bad Experience
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<blockquote data-quote="Nagol" data-source="post: 7609697" data-attributes="member: 23935"><p>Most game systems don't get as far as a single session. A few get played extensively because the mechanics do the job better than any other I've tried with the same game conceits. There are a few I can recall running/playing a single session of:</p><p></p><ul> <li data-xf-list-type="ul">Vampire the Masquerade: the system did not support the presented play expectations. I didn't want to keep applying force as the GM to make the play experience match expectations. Easier to emulate the universe in Hero (GURPS became easier after it published a source book for it). Shelved.</li> <li data-xf-list-type="ul">Chill 1st ed: the system was stupendously lethal and really couldn't support campaign play (which is what the GM was pitching). I think it actually went 2 session each with 75%+ PC death. Shelved.</li> <li data-xf-list-type="ul">Morrow Project: Session 1, a PC partially exposed in a APC was killed by a thrown rock inflicting hydrostatic shock. We already had Aftermath and went back to that. Shelved.</li> <li data-xf-list-type="ul">MERP went maybe 3? sessions where I inflicted a TPK in each session because I could not stop rolling 96+ on the openly rolled dice -- except when the NPCs tried to use non-lethal capture tactics and I had trouble rolling as high as 10. Shelved.</li> <li data-xf-list-type="ul">Rifts: One PC had a glitterboy. Another was a mundane hippie. Power level imbalance was too much. Fixing char gen looked harder than emulating the universe in Hero. Sold.</li> </ul></blockquote><p></p>
[QUOTE="Nagol, post: 7609697, member: 23935"] Most game systems don't get as far as a single session. A few get played extensively because the mechanics do the job better than any other I've tried with the same game conceits. There are a few I can recall running/playing a single session of: [LIST] [*]Vampire the Masquerade: the system did not support the presented play expectations. I didn't want to keep applying force as the GM to make the play experience match expectations. Easier to emulate the universe in Hero (GURPS became easier after it published a source book for it). Shelved. [*]Chill 1st ed: the system was stupendously lethal and really couldn't support campaign play (which is what the GM was pitching). I think it actually went 2 session each with 75%+ PC death. Shelved. [*]Morrow Project: Session 1, a PC partially exposed in a APC was killed by a thrown rock inflicting hydrostatic shock. We already had Aftermath and went back to that. Shelved. [*]MERP went maybe 3? sessions where I inflicted a TPK in each session because I could not stop rolling 96+ on the openly rolled dice -- except when the NPCs tried to use non-lethal capture tactics and I had trouble rolling as high as 10. Shelved. [*]Rifts: One PC had a glitterboy. Another was a mundane hippie. Power level imbalance was too much. Fixing char gen looked harder than emulating the universe in Hero. Sold. [/LIST] [/QUOTE]
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