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General Tabletop Discussion
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What are the most interesting non-D&D systems you've yet to play?
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<blockquote data-quote="pemerton" data-source="post: 7400625" data-attributes="member: 42582"><p><strong>Systems</strong>: Sorcerer; Dogs in the Vineyard; HeroQuest Revised; The Dying Earth</p><p></p><p><strong>Excitement factor</strong>: The first two are foundational systems for a whole style of RPGing (Vincent Baker describes DitV as barely more than a Sorcerer supplement, but I think he's being overly modest). HeroWars and HQ are systems that I've read and re-read a lot, and they've influenced my GMing a lot, but I've never actually played either. The Dying Earth seems pretty amusing.</p><p></p><p><strong>Mechanics</strong>: I don't know much about Sorcerer other than its use of <a href="http://www.enworld.org/forum/showthread.php?490456-Repost-first-session-of-Dark-Sun-campaign" target="_blank">kickers</a> - which it pioneered. DitV has a resolution mechanic that looks like it would be very intense in play (both sides roll dice; in turn, each puts forward dice from their pool which the other has to match or else concede the stakes; and depending how many dice it takes to match you can gain buffs, or suffer debuffs at the end of the conflict; escalating - from word to deeds to fists to guns - yields new dice but ups the stakes and also potential post-conflict debuffs). HeroWars/Quest is the most flexible free-descriptor system I know of, which should make it play like Cortex+ Heroic but even more free-flowing. The Dying Earth has a potentially very amusing "tagline" system as the focus of play (ie as a player, you're trying to set up situations which let you say your tagline for the session in a way that generates maximum amusement at the table).</p><p></p><p><strong>Why not?</strong> I don't have a copy of Sorcerer. I have copies of the others, but my group is already busy enough playing the systems/campaigns we have going at the moment.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7400625, member: 42582"] [B]Systems[/B]: Sorcerer; Dogs in the Vineyard; HeroQuest Revised; The Dying Earth [B]Excitement factor[/B]: The first two are foundational systems for a whole style of RPGing (Vincent Baker describes DitV as barely more than a Sorcerer supplement, but I think he's being overly modest). HeroWars and HQ are systems that I've read and re-read a lot, and they've influenced my GMing a lot, but I've never actually played either. The Dying Earth seems pretty amusing. [B]Mechanics[/B]: I don't know much about Sorcerer other than its use of [url=http://www.enworld.org/forum/showthread.php?490456-Repost-first-session-of-Dark-Sun-campaign]kickers[/url] - which it pioneered. DitV has a resolution mechanic that looks like it would be very intense in play (both sides roll dice; in turn, each puts forward dice from their pool which the other has to match or else concede the stakes; and depending how many dice it takes to match you can gain buffs, or suffer debuffs at the end of the conflict; escalating - from word to deeds to fists to guns - yields new dice but ups the stakes and also potential post-conflict debuffs). HeroWars/Quest is the most flexible free-descriptor system I know of, which should make it play like Cortex+ Heroic but even more free-flowing. The Dying Earth has a potentially very amusing "tagline" system as the focus of play (ie as a player, you're trying to set up situations which let you say your tagline for the session in a way that generates maximum amusement at the table). [B]Why not?[/B] I don't have a copy of Sorcerer. I have copies of the others, but my group is already busy enough playing the systems/campaigns we have going at the moment. [/QUOTE]
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What are the most interesting non-D&D systems you've yet to play?
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