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Systems You'd Never Play after Reading Them
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<blockquote data-quote="Celebrim" data-source="post: 7618738" data-attributes="member: 4937"><p>"Space: 1889"</p><p></p><p>While the basic concept of a game set in the world of HG Wells, Jules Verne, and Edgar Rice Burroughs is sound, the fact that it both creates a unique setting which is inferior to the material that inspired it in conception, and that it also has such a bare bones rules light but also procedural system that it couldn't even really explain what to do with the numbers in ordinary scenarios of play much less offer good math for your fortune tests, meant that I simply had no interest in playing it. Where it I to play it, I'd end up using a different system AND a reimagined setting, meaning that the books were offering me basically nothing.</p><p></p><p>My understand is that most people who played the game kept the setting and used a different system to run it.</p><p></p><p>"Wraith: The Oblivion"</p><p></p><p>I could probably add all the X:TheY games to this list to one extent or the other. Wraith shared in my opinion a trait with Vampire: The Masquerade in that as written and described by the books, it was a non-social RPG which probably could only be gamed as described with a single GM and a single player. Of the two, I thought Wraith was the more interesting mechanics as written offering the opportunity to explore deeply emotional content, but it was even more extreme in being an unsocial private game. The solutions players seemed to find to both VtM and WtO was to ignore the core described game and develop a political intrigue game which ultimately amounted to a Supers game with some GrimDark gloss, and might as well be a CW DC universe show for all it played out. The core idea of inner exploration of character and the tensions around having lost some essential aspects of your humanity, where never really touched on in any play I participated in (V:tM) or observed. To further the problem, WW's systems tended to subtly undermine their examples of play, and often the provided material seemed to just sigh and let customers play their twinkish political intrigue games undisturbed by the games original intentions. As such, while I have a huge admiration for many elements of W:tO, it's a game I'd just never play.</p><p></p><p>MechWarrior</p><p></p><p>I enjoyed Btech immensely back in the day. But upon reading the RPG, I immediately was struck by the fact that a game based on a futuristic wargame that gave basically no plot armor to the participants was likely to not have a survival rate that would make it much worth playing as a story game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7618738, member: 4937"] "Space: 1889" While the basic concept of a game set in the world of HG Wells, Jules Verne, and Edgar Rice Burroughs is sound, the fact that it both creates a unique setting which is inferior to the material that inspired it in conception, and that it also has such a bare bones rules light but also procedural system that it couldn't even really explain what to do with the numbers in ordinary scenarios of play much less offer good math for your fortune tests, meant that I simply had no interest in playing it. Where it I to play it, I'd end up using a different system AND a reimagined setting, meaning that the books were offering me basically nothing. My understand is that most people who played the game kept the setting and used a different system to run it. "Wraith: The Oblivion" I could probably add all the X:TheY games to this list to one extent or the other. Wraith shared in my opinion a trait with Vampire: The Masquerade in that as written and described by the books, it was a non-social RPG which probably could only be gamed as described with a single GM and a single player. Of the two, I thought Wraith was the more interesting mechanics as written offering the opportunity to explore deeply emotional content, but it was even more extreme in being an unsocial private game. The solutions players seemed to find to both VtM and WtO was to ignore the core described game and develop a political intrigue game which ultimately amounted to a Supers game with some GrimDark gloss, and might as well be a CW DC universe show for all it played out. The core idea of inner exploration of character and the tensions around having lost some essential aspects of your humanity, where never really touched on in any play I participated in (V:tM) or observed. To further the problem, WW's systems tended to subtly undermine their examples of play, and often the provided material seemed to just sigh and let customers play their twinkish political intrigue games undisturbed by the games original intentions. As such, while I have a huge admiration for many elements of W:tO, it's a game I'd just never play. MechWarrior I enjoyed Btech immensely back in the day. But upon reading the RPG, I immediately was struck by the fact that a game based on a futuristic wargame that gave basically no plot armor to the participants was likely to not have a survival rate that would make it much worth playing as a story game. [/QUOTE]
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