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What are the major RPG systems?
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<blockquote data-quote="buzz" data-source="post: 1528938" data-attributes="member: 6777"><p>These aren't by GDW. These are FGU (Fantasy Games Unlmited). The pulp game was <em>Daredevils</em>.</p><p></p><p>Technically, they're still in business, i.e., they have a warehouse in Arizona where they keep stock that you can sort of still buy, thus prepetuating their hold on the various copyrights they own, insuring that you'll never see new editions of classic games like V&V or <em>Space Opera</em>. :\</p><p></p><p>Anyway... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>None of their games shared a common system (though I think <em>Land of the Rising Sun</em> was mostly <em>Chivalry & Sorcery</em> based). FGU wasn't a game design company as much as a publishing imprint, so most of the games were by different designers and had nothing in common with each other, save for stapled bindings and a semi-hard-to-read sans-serif font. </p><p></p><p>FGU's games were notable for being insanely compicated, for the most part, generally involving as many forumlas as they could cram in the rulebook. <em>Space Opera</em> actually required use of trigonomoetry for space sombat, and <em>Aftermath</em> used some sort of 40-step flowchart to resolve damage, iirc. V&V had a formula for carrying capacity that used cubes and nested expressions; unfortunately it was wrong, adn didn't get errata'd until Jeff Dee posted the correction on his Web site... some 15 years later. <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>--Buzz, who bought a *lot* of FGU product in the 80s.</p></blockquote><p></p>
[QUOTE="buzz, post: 1528938, member: 6777"] These aren't by GDW. These are FGU (Fantasy Games Unlmited). The pulp game was [i]Daredevils[/i]. Technically, they're still in business, i.e., they have a warehouse in Arizona where they keep stock that you can sort of still buy, thus prepetuating their hold on the various copyrights they own, insuring that you'll never see new editions of classic games like V&V or [i]Space Opera[/i]. :\ Anyway... :] None of their games shared a common system (though I think [i]Land of the Rising Sun[/i] was mostly [i]Chivalry & Sorcery[/i] based). FGU wasn't a game design company as much as a publishing imprint, so most of the games were by different designers and had nothing in common with each other, save for stapled bindings and a semi-hard-to-read sans-serif font. FGU's games were notable for being insanely compicated, for the most part, generally involving as many forumlas as they could cram in the rulebook. [i]Space Opera[/i] actually required use of trigonomoetry for space sombat, and [i]Aftermath[/i] used some sort of 40-step flowchart to resolve damage, iirc. V&V had a formula for carrying capacity that used cubes and nested expressions; unfortunately it was wrong, adn didn't get errata'd until Jeff Dee posted the correction on his Web site... some 15 years later. :) --Buzz, who bought a *lot* of FGU product in the 80s. [/QUOTE]
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