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Weekend Nonsense: Favorite Bad RPG
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<blockquote data-quote="Jer" data-source="post: 8676954" data-attributes="member: 19857"><p>For myself, I believe that there are no bad RPGs[*], just RPGs with bad rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I love "bad" games when they have an amazing high concept and their rules let them down. <strong>RIFTS</strong>, <strong>After the Bomb, </strong>and<strong> TMNT and Other Strangeness</strong> fall into this category - gonzo post-apocalyptic nonsense, saddled with a set of rules that just make it harder than it should be to get into the game. <strong>Synnibar</strong> is also there - I love the craziness of it but I'd never actually try to <em>run</em> a Synnibar game with the rules it was sold with - in fact for both RIFTS and Synnibar I'd be inclined to use the Gamma World rules based on 4th edition D&D and I'd think it would be a decent fit.</p><p> </p><p></p><p>I don't know about teens these days, but back when I was 13 and discovering the wonders of TMNT we had no problem playing the game because if we couldn't figure out a rule we ignored it and made something up. If you care about following the rules of a game you've paid for Palladium games are rough psychologically because you probably can't - no matter how you rule you'll find out sometime down the road you've been doing it wrong IME. So you just have to wing it, hope for the best, and when you can't figure out how things are supposed to work from the rulebook either roll some percentile dice and try to get under your skill value or think about how you'd do it in AD&D 1e and chances are good that you're close to being right.</p><p></p><p>[*] Except for FATAL. FATAL is a bad game all around.</p></blockquote><p></p>
[QUOTE="Jer, post: 8676954, member: 19857"] For myself, I believe that there are no bad RPGs[*], just RPGs with bad rules :) I love "bad" games when they have an amazing high concept and their rules let them down. [B]RIFTS[/B], [B]After the Bomb, [/B]and[B] TMNT and Other Strangeness[/B] fall into this category - gonzo post-apocalyptic nonsense, saddled with a set of rules that just make it harder than it should be to get into the game. [B]Synnibar[/B] is also there - I love the craziness of it but I'd never actually try to [I]run[/I] a Synnibar game with the rules it was sold with - in fact for both RIFTS and Synnibar I'd be inclined to use the Gamma World rules based on 4th edition D&D and I'd think it would be a decent fit. I don't know about teens these days, but back when I was 13 and discovering the wonders of TMNT we had no problem playing the game because if we couldn't figure out a rule we ignored it and made something up. If you care about following the rules of a game you've paid for Palladium games are rough psychologically because you probably can't - no matter how you rule you'll find out sometime down the road you've been doing it wrong IME. So you just have to wing it, hope for the best, and when you can't figure out how things are supposed to work from the rulebook either roll some percentile dice and try to get under your skill value or think about how you'd do it in AD&D 1e and chances are good that you're close to being right. [*] Except for FATAL. FATAL is a bad game all around. [/QUOTE]
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