Systems You'd Never Play after Reading Them

Blue

Orcus on a bad hair day
I also love Battletech.

The Mechwarrior RPG is a mess. I run the Mechwarrior RPG by replacing the entire system with the ruleset from the Buffy the Vampire Slayer RPG. The character to wargame conversion table for piloting and gunnery skills even matches up nicely with skill levels from BtVS.
I'm with both you and [MENTION=4937]Celebrim[/MENTION] on MechWarrior. Unfortunately it was nt just on read, but after we started the campaign. It turns out two of the players (myself and one other) made well rounded characters that would have interesting things to do in or out of a mech, and because of the priority system were decent mech pilots in starter mechs. And the other three players built characters to be superb mech pilots with good mechs and not much else.

Which ever way the GM ran it, mech heavy or balanced, would have half the table unhappy.

EDIT: If I recall, I took a Panther, a light mech with a PPC because then I could snipe at range and not die in such a light mech then most of the group. However, I hadn't read the rules about skills advancement at the time. If I recall, it had to do with rolling a 12 or something. Which means that mechs with lots of tiny weapons like machine guns would find their MW advancing in gunnery a heck of a lot faster than a mech with one big powerful weapon.
 
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Blue

Orcus on a bad hair day
I've never read 7th Sea but I see others gushing about it, enough that it's on my list of "want to try" games. I'll take this as a warning though. Any specifics you can share about why it didn't work?
 

TarionzCousin

Second Most Angelic Devil Ever
I never got the chance to get more than passingly familiar with Hackmaster, sadly. I just wasn't in groups with the right people at the right time.
Hackmaster 4E was AD&D 1E with stuff from the comic added. 5E was an entirely new system after Kenzerco lost the license to 1E. It was significantly different.

/not really helpful but I felt compelled to respond. :erm:
 

Fenris-77

Explorer
It's been many moons since I use the HoL mechanics for anything. Basically it's exploding 2d6 for everything - plus stat and (maybe) skill with difficulties set by the DM. After I scraped off the satire I found it to be a very compact and useful base mechanic that i use to run smaller adventures that didn't fit into our groups usual games. Some Lovecraftian horror and modern stuff mostly. My write up of the 'rules' was maybe two pages long (no more than four...) if I remember correctly, and that kind of portability can be useful.
 

Elfcrusher

Adventurer
I've never read 7th Sea but I see others gushing about it, enough that it's on my list of "want to try" games. I'll take this as a warning though. Any specifics you can share about why it didn't work?
Bear in mind I didn't (as the title of the thread says) actually play it, and I had to go get it off the shelf and page through it to remember what the turn-offs were. In a nutshell it felt like you couldn't play the game without having a pretty thorough understanding of the setting, but the setting itself required too much work to grok. I paged through it and there's a bewildering array of nationalities, each of which is supposed to have a certain flavor. Honestly it would have been a ton easier if each one just had a real country after it, to help give it context. (E.g., "This is like Greece, ok?")

The genre really appealed to me so I backed the KS, but the book turned me off. You don't even see any rules for dozens of pages (or maybe I missed them), and when I tried to get a sense of "how does this game work?" it doesn't seem like that's in one place.

It may still be a great game: I didn't really give it a chance because it didn't grab me.
 

Greg K

Adventurer
These are off the top of my head and I may add more tomorrow. There are actually a few games on this list that I admire, but they are not for me. One system of games may have been interesting, but the formatting was too much of a chore to read through. Many of the games were just plain terrible, imo with some being returned to the local game store within 24hrs. Then, there were a few that either just did not did not impress me or were just not "my cup of tea".

d6 Adventure, Fantasy, Space (WEG)
The Adventures of Indiana Jones (TSR)
Alternity
DC Universe RPG (WEG)
Dungeons & Dragons 4e (TSR)
Dungeon World
Enforcers (21st Century Games)
Fate (Evil Hat)
Fiasco
Gamma World: 3e, 4e, 5e .6e. 7e
Heroes & Heroines (Excel Marketing)
Heroes Unlimited: Revised (Palladium Games)
Marvel Universe RPG (QED/Marvel)
Mercenaries, Spies, & Private Eyes (Flying Buffalo)
Pathfinder (Paizo)
SFX Roleplaying (Joshua Macy)
Tunnels & Trolls (Flying Buffalo)
Valiant Universe (Catalyst Games)
Villains & Vigilantes 1e
 

Blue

Orcus on a bad hair day
Heroes Unlimited: Revised (Palladium Games)
Oh geeze, I had blocked out the Palladium games. I had a bunch of them, from Robotech to TMNT as well as more traditional settings. The settings were interesting, but the percentile mechanics just did not look playable.

The Adventures of Indiana Jones (TSR)
The burnt remains of a cover, destroyed after the IP license was lost, is what inspired the Diana Jones Award IIRC.

Mercenaries, Spies, & Private Eyes (Flying Buffalo)
I want to say I played this and it was decent, but I can't actually pull up any memories of actual play.
 

Aldarc

Adventurer
Pick a system used for Tekumel. Any system. Nope. If you want to navigate the byzantine culture of the Petal Throne, it seems that you must first navigate the byzantine rules that always seem matched to this setting.
 

Ovinomancer

No flips for you!
Bear in mind I didn't (as the title of the thread says) actually play it, and I had to go get it off the shelf and page through it to remember what the turn-offs were. In a nutshell it felt like you couldn't play the game without having a pretty thorough understanding of the setting, but the setting itself required too much work to grok. I paged through it and there's a bewildering array of nationalities, each of which is supposed to have a certain flavor. Honestly it would have been a ton easier if each one just had a real country after it, to help give it context. (E.g., "This is like Greece, ok?")

The genre really appealed to me so I backed the KS, but the book turned me off. You don't even see any rules for dozens of pages (or maybe I missed them), and when I tried to get a sense of "how does this game work?" it doesn't seem like that's in one place.

It may still be a great game: I didn't really give it a chance because it didn't grab me.
Hmm. Are you talking about 7th Sea 2e? That's the one with the kickstarter; 1e was published by AEG 15ish years ago?

If so, I get you. I lurve 7Sea 1e and have kitbashed it and houseruled it for soecial applications. Also played it without knowing the setting much at all. But, 2e? Wasn't impressed and be much more likely to use a 1e bash than 2e.

If you mean 1e, then you are a soulless monster, but I'm okay with that.
 

Aldarc

Adventurer
Agreed. 7th Sea 2e felt kinda "meh." My gaming group in Austria loved 7th Sea 1e, but 2e left them feeling flat and uninspired to run it.
 

DMMike

Game Masticator
What about after writing them? I wouldn't be too interested in a Modos RPG game without adding some modules - something for psionics, an encumbrance system, maybe steal some ideas from Tome of Magic. A grid-free miniatures rules-module would be cool. I like some gobs of cookie dough tossed in with my vanilla ice cream :)
 

innerdude

Adventurer
-Anything White Wolf --- At least ten or twelve times over the last 15 years, I've wandered into a game store and picked up a White Wolf title (oWoD, Vampire, Mage, Werewolf), and started thumbing through it. At no point in any of those perusals have I felt a desire to play a game based on the presented material, let alone pay money for the privilege of doing so.

-*Special Shout Out to White Wolf, Part 2 - Exalted --- I perused this book one time for about 120 seconds. That's all it took to know that I had less than zero interest in whatever "play experience" it was offering.

-Shadowrun --- I've picked up a Shadowrun core rulebook off the shelf 10 or 12 times over the years, and every time I think there's some really cool stuff in there, but there's just too much "cruft" that I'd have to lift out to even want to try it. If I did try to play it, I'd have to revamp the game world (I've always thought orcs and elves running around with mohawks and laser guns was a bridge too far, even for my geekish tastes). Then I'd have to figure out how the whole thing actually works . . . yeah, just way too much effort. And it's not that I don't love cyberpunk as a genre; Snowcrash is one of my favorite sci-fi novels, and the Deus Ex video games are my all time favorites. I just can't get into Shadowrun's particular flavor.

-RIFTS --- This one is a combo platter of thinking both the rules and the setting are equally obtuse, and not just obtuse, but obtuse in an infuriatingly smug way. This shouldn't surprise me, considering that the game maker's public persona generally comes across in like manner.

*Edit* D&D 5th Edition --- This one technically isn't a "I'd never play that." If someone were to offer to run a D&D 5e campaign with an interesting premise, I'd certainly play it. But in terms of really "connecting" with the rules system when I read it, 5e did almost nothing for me. And as a GM, I can't think of any reason that I'd run a 5e game in lieu of any of five or six other systems that I'd be vastly more excited about.
 
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John R Davis

Explorer
LOTFP. Art and book where well laid out; just didnt see what was different as a game.
Numenera. Played at a CON; bought book reading through left my uninterested
The Dark Eye. Like the art and layout; had played the PC games; all just too big to get started with
Dune. Despite liking the source material didn't like the system
Legends of Anglerre. What the fluff was I thinking
 

Elfcrusher

Adventurer
Hmm. Are you talking about 7th Sea 2e? That's the one with the kickstarter; 1e was published by AEG 15ish years ago?

If so, I get you. I lurve 7Sea 1e and have kitbashed it and houseruled it for soecial applications. Also played it without knowing the setting much at all. But, 2e? Wasn't impressed and be much more likely to use a 1e bash than 2e.

If you mean 1e, then you are a soulless monster, but I'm okay with that.
Agreed. 7th Sea 2e felt kinda "meh." My gaming group in Austria loved 7th Sea 1e, but 2e left them feeling flat and uninspired to run it.
Oh, yeah, I meant the 2e KS. My bad.
 

Saelorn

Adventurer
I've never read 7th Sea but I see others gushing about it, enough that it's on my list of "want to try" games. I'll take this as a warning though. Any specifics you can share about why it didn't work?
I read through one example, which (IIRC) was about a player spending some sort of resource to make it so an enemy in the next room did not have a weapon on them, and I knew that it wasn't for me. Which is unfortunate, because the setting and core dice mechanics from 1E seemed pretty interesting, so I was looking forward to a straight update of that.
 

Ovinomancer

No flips for you!
I read through one example, which (IIRC) was about a player spending some sort of resource to make it so an enemy in the next room did not have a weapon on them, and I knew that it wasn't for me. Which is unfortunate, because the setting and core dice mechanics from 1E seemed pretty interesting, so I was looking forward to a straight update of that.
Absolutely no idea what you're talking about. Maybe one of the sorcery knacks? Those are powered by drama die, which usually are used as floating extra dice for rolls, or for a heroic effort to ignore the nasty death spiral penalties for a round. Unless it's something I haven't heard, drama dice can't be spent for any narrative control outsude of a few sorcery knacks (which are magic).

I mean, you can not like it (you soulless monster!), but this shouldn't be a reason.
 

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