What game systems or stand alone games have you not played, but would like to try?

Greg K

Adventurer
(Note: I made a slight edit to the opening paragraph)

@Morrus had started a prior thread about trying new game systems. In that thread, many people (myself included), listed reasons that we will not try certain new games or systems. Yet, despite the several reasons that I had listed, I am not entirely opposed to trying new games/systems (as a GM or player). In fact, there are numerous games that I own and would still like to try along with more games/systems that I don't own , but would like to check out.
Since replying to the original thread, I deleted the list of new games/systems that I would like to try and began this thread. This is my list of game systems that I would to try as GM or player. So, what is yours? (Note: By standalone, I had originally intended games that are not part of some larger system. I was thinking along the lines of Toon, Meddling Kids. However, some systems (e.g., Cortex Plus and Modiphius's 2d20) really modify the base system with each game (and even Dungeon World really changed up PBTA), so if the game you want to try changes up a system you know, feel free to include it).

This first list is games that I have owned for a while and would like to try (games in parenthesis, use the same system, but I do not own them):
  • Angel and Buffy for Cinematic Unisystem (Eden Studios)
  • Barbarians of Lemuria (Beyond Belief Games/ Filigree Press) (I also want to check out Honor+Intrigue (Basic Action Games) and Legends of Steel)
  • Icons (Ad Infinitum Games)
  • BASH: Unlimited Edition (Basic Action Games),
  • Supers: Revised (Hazzard Studios)
  • Cartoon Action Hour: Season 3 (Spectrum Games)
  • Witchcraft for Classic Unisystem (Eden Studios) I am also giving AFMBE (which I own, but never tried) another look and want to check out Armageddon, Conspiracy X, and Terra Primate (none of which I own, but use the same system)
  • EarthAD.2 (Precis Intermedia) (I also want to eventually check out Coyote Trail: Expanded and Vice Squad: Miami Heat)
  • Meddling Kids (Pandahead Productions) and
  • the various Cortex Plus games that were published by Margaret Weis. I have reservations the system will work for me. However, unlike FATE, it does click for me to some degree (Running the games, probably, not happen since the various licensed books are, now, out of print and some books are outrageously priced).
The following were recently acquired (within the last year or so) and have not yet tried
  • Adventurers! (GRAmel)
  • Tiny Dungeons: Revised (Gallant Knight Games) for the Tinyd6 System. It looks interesting, but I do worry that there will not be enough distinction between characters of similar type. Also the die resolution may not work (I also would like to check out Tiny Frontiers 2e).
  • Mythic d6 (Khepera). I want to see how this plays compared to WEG's DC Universe. There seems to be some improvements, but I am going to have to house rule lifting and movement as I did DCU.
  • Pip System (Third Eye Games)
  • vs. Stranger Stuff (Fat Goblin)
  • Triple Ace Games's Leagues of Adventurers and Leagues of Gothic Horror for Ubiquity (I would also like to check out Hollow Earth Expedition)
.
Finally, here are games on my list to acquire and checkout in the future:
  • BESM 4e (or maybe an earlier edition)
  • Hero's Journey 2e, (Gallant Knights/Barrel Rider Games)
  • N.O.W.
  • OneDice (Cakebread and Walton)
  • Urban Knights (C. Michael Hall)
 
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Tun Kai Poh

Explorer
Some games that I own, and some that I plan to get:

Scum and Villainy (PDF or Print) - a space opera variant of Blades in the Dark, for doing Firefly, Cowboy Bebop, The Mandalorian and other types of adventures on frontier star systems. I actually ran a short campaign of Blades in the Dark using a hack for Warhammer 40k's Inquisition, but it didn't have rules for alien player characters and customizable, upgradeable ships like S&V has. I'm pretty sure I could pull together a group for this if I sell it as a Star Wars-type game.

For the Queen (Card-based) - a storytelling game with roleplaying elements by Alex Roberts. I've enjoyed her romance game Star Crossed, and I figure I'll like this game too, once I get my hands on it. Best selling point is that it's very newbie-friendly, since there's not much system beyond playing out the quest of the Queen and her followers using card-based prompts. And it's supposed to play in an hour or two, so bonus.

Blackout (PDF or POD) - While I'm waiting for my Kickstarted copy of Erika Chappell's Flying Circus, I want to get Blackout to the table for some one-shots of civil defense volunteers during the London Blitz. I've read the rules, and it gives me some of the same old-timey wartime drama feel that I got from Night Witches, no surprise since both games are Powered by the Apocalypse.

Cthulhu Confidential (PDF or Print) - Speaking of old-timey adventure, I've had this book for ages and have yet to run it. It uses a simplified version of the GUMSHOE system from Trail of Cthulhu, tailored for 1 GM and 1 player, and comes with some pregenerated characters and 3 mysteries. There's some flavourful maps and setting material as well, and since I've really enjoyed doing period Cthulhu adventures in the past, I'd like to try designing some adventures in this game too.

Beyond the Fence, Below the Grave (PDF only) - I love a good mystery game. This one puts a twist on the Old Norse milieu by making it all about sorcerous procedural investigations, instead of Viking warrior action. Players take the roles of priests, skalds and other magical specialists who must figure out who or what is afflicting a human community. After investigating and tracking down their suspects (trolls, draugr, land spirits, or even Aesir), they have to perform the right ritual to end the threat, which may take some trial and error. Aside from the novel dice mechanics, it's actually not that different from a Cthulhu investigation game: You can't defeat the threat with combat, you need to use your brains and some eldritch magic to succeed.

Heart and Lightning (PDF only) - A game about exiled teenaged demigods trying to get back into heaven, by my friend Flowers, who got me into itch.io game development. I actually don't know much about the system, because he's changed it a lot since the alpha version last year, when it was a Honey Heist hack. Somehow it's expanded to 70 pages, and he's still developing it. There's an Actual Play stream of it on Twitch!

BALIKBAYAN: Returning Home (PDF only) - A Southeast Asian fantasy-cyberpunk game based on Avery Alder's Belonging Outside Belonging framework. You play beings from Philippine mythology who have been enslaved by a powerful corporation in a dystopian future. Free and on the run, your goal is to return to a very different homeland and try to rebuild it, while preparing for a rematch with the Corp. It can be run with a GM or GMless (shared narrative duties). My friend Jamila has only been publishing games on itch for about a year, but their design and writing is already really sharp, and I think Balikbayan is one of their best games.
 

Ulfgeir

Explorer
Games I own and would like to try include:

Good Society: A Jane Austen rpg. Some of the guys in my gaming group might be interested in trying it, others would flat out refuse due to the concept and lack of combat.

Tales from the Loop / Things from the Flood. Would be interested to try, and I think my gaming group would like it.

John Carter of Mars. I think the group would like it. The system appears to be a lot when looking at it. I have played the Star Trek Adventures, so from that perspective the system should be sort of easy.

Operation: Fallen Reich
. The boardgame used to create characters are wonderful. I think that the stumbling-block would be that one of the players don't like games set in wartime.

Kult: Divinity Lost. I like the setting. Not sure I can give the proper horror-feel though

And games that I do not own, but would like to play.

Mousegard
All Flesh must be eaten
 

Tun Kai Poh

Explorer
Games I own and would like to try include:

Good Society: A Jane Austen rpg. Some of the guys in my gaming group might be interested in trying it, others would flat out refuse due to the concept and lack of combat.
Heard good things about this, but my pile of games is already too high...

Mousegard
I played this, and it was fun. But Burning Wheel's scripted combat (pre-planning multiple moves in advance) isn't for everyone.

I remember one of our party members started going full-on Inquisition on the hapless civilians. "Admit it, you're in league with the cats!" The GM hadn't introduced any mention of cats in the game, but our guardsmouse went in full Mouse Gestapo!
 

Tonguez

Adventurer
Ive not played Blades in the Dark but I like troupe play and thieves guilds, had a look at it and it looks really interesting, but the playbooks look constraining

I'd also be interested in Feng Shui or similar Wuxia style (Tianxia for Fate might be an option)

Id also like to play Lashing of Ginger Beer (based on Enid Blytons Famous Five).
I've been looking at Tales from the Loop too
(which on reflection makes me think I must be going through a midlife crisis and wanting to go back to an imagined childhood :O)

For the Queen (Card-based) - a storytelling game with roleplaying elements by Alex Roberts. I've enjoyed her romance game Star Crossed, and I figure I'll like this game too, once I get my hands on it. Best selling point is that it's very newbie-friendly, since there's not much system beyond playing out the quest of the Queen and her followers using card-based prompts. And it's supposed to play in an hour or two, so bonus.
I;ve never played this style of game before. how does it work? Is it all narrative? Do the Queens define character traits? what do the prompts do?
 
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BrokenTwin

Explorer
Mouseguard: I've owned this one for a while, and have never gotten a chance to use it. I love the setting, and the ideas intrigue me. I'd prefer to run it, but would be equally happy playing in a game as well.

Blades in the Dark: I don't own this one (yet), but I like the idea of the gang having its own character sheet. Also, despite owning a few PbtA games, I have yet to play any of them. And yes, I'm aware that there's some debate as to whether this counts as one.

Shadow of the Demon Lord: Okay, I'm cheating a bit with this one. I've run multiple successful games with this one, and it's easily replaced D&D5e as my go-to D20 fantasy game. So why is it on this like? Because I've been the GM every single time. Always the bridesmaid, never the bride. I wanna be a player for once!

Lancer: A mech RPG that seems to perfectly dance the line between accessibility and customization, this one's a recent addition to the list. I've been looking for a good mech RPG for years, and this one seems like it fits the bill for me. I backed the Kickstarter, now I just need to convince my group to try it.
 

JeffB

Hero
I'm always the DM- I want to PLAY everything! Well almost everything. I'm not into dark stuff .

But-

Things I'd like to try (not necc in order)
PF2
RQ IV Roleplaying in Glorantha
Bethorm (Jeff Dee's Tekumel game)
TOR
FATE ( I need people to help me grok )
Savage RIFTS (despite my dislike of SW)
Mutant Crawl Classics
Starfinder
Genesys

Stuff I have and would like to run, but haven't ,* or did just a short one shot and want to run more of)

Metamorphosis Alpha (all that KS goodness from Goodman has been sitting on a shelf for years)
13th Age in Glorantha*
Fantasy Age*
RIFTS*
 
The two on my "I'm really going to run these some day" list that spring to mind are:

Americana - Essentially Stand By Me meets Lord of the Rings. Or Shadowrun if it was set in an inclusive version of the 50s instead of the near future.

The Spire - Everyone's a drow rebel against their surface elf overlords, all trapped in a single city-tower called The Spire.
 
Ive not played Blades in the Dark but I like troupe play and thieves guilds, had a look at it and it looks really interesting, but the playbooks look constraining
I recently wrapped up a year long campaign of Blades in the Dark and it is easily one of my favorite games. I don't know if I'd say the playbooks are constraining, but what made you feel that way? Maybe I can help clarify for you.

Blades in the Dark: I don't own this one (yet), but I like the idea of the gang having its own character sheet. Also, despite owning a few PbtA games, I have yet to play any of them. And yes, I'm aware that there's some debate as to whether this counts as one.
It's based on some of the principles of PbtA, but the actual mechanics are different in many ways. The gang character sheet and their standing with the other factions in the city is one of the most crucial elements of the game, and they help give the players goals and agendas that they come up with totally on their own. It's a really clever way to get the players thinking about what they want for their crew, and who they have to stab in the back to get it. That whole area is one of the things that makes the game so compelling, and what makes it so different from so many other games.

To offer my answer to the OP, I am dying to play Mothership. I primarily GM, but I really want to play more often. I've been prompting my players to GM games that seem up their alley, and I have one buddy for whom Mothership is perfect.....but we've got to hold off for now. I was hoping to play that sooner rather than later, but maybe in a few months.
 

Undrave

Hero
I'd like to try Pathfinder 2e or 13th Age. I have a BESM d20 book I never got to really use, but I think I would like a more standalone version that's not welded onto 3e.

Cartoon Action Hour: Season 3 (Spectrum Games)
Ooh! I've run a three season long campaign of that that ended before Christmas. Ask me any questions about the experience.
 

BrokenTwin

Explorer
[Blades in the Dark is] based on some of the principles of PbtA, but the actual mechanics are different in many ways. The gang character sheet and their standing with the other factions in the city is one of the most crucial elements of the game, and they help give the players goals and agendas that they come up with totally on their own. It's a really clever way to get the players thinking about what they want for their crew, and who they have to stab in the back to get it. That whole area is one of the things that makes the game so compelling, and what makes it so different from so many other games.
That is exactly what I'm hoping for. I love the idea of the group having an identity separate from its individual members. Would really help with maintaining group cohesion when various characters come and go (due to retirement, death, etc).
 
That is exactly what I'm hoping for. I love the idea of the group having an identity separate from its individual members. Would really help with maintaining group cohesion when various characters come and go (due to retirement, death, etc).
Yeah, they mention quite a bit in the book that things will likely end very badly for any individual PC, but the idea that they've created a legacy in their crew is what matters. The game is ultimately the story of the Crew.

You can definitely do troupe style play where each player has a roster of PCs. There are several things that can occur that would sideline a PC for a time....from serious injuries, to getting lost to their vice for a while, to getting arrested and thrown in jail. So having a back up PC, or fleshing out an NPC into a fully realized PC is a good idea. Character creation is easy enough that this can be done very quickly, with little more than the character sheet to help.

I can't recommend the game enough. It's very different from D&D and similar games, but it's very well designed and is really a lot of fun to play, and to GM.
 

Greg K

Adventurer
Ooh! I've run a three season long campaign of that that ended before Christmas. Ask me any questions about the experience.
I used to hangout in the Spectrum Games online community. My main reason for not try CAH and the other games that I have listed has to do with not gaming for the past few years as the result of scheduling conflicts and other life issues (e.g. two players moving across the country)
 

innerdude

Adventurer
My current top two:

Spellbound Kingdoms: The combat system alone was enough to get me to consider this, but the setting and premise, and the whole "You can defeat a character by destroying something they love" conceit sounds amazing.

Swords of the Serpentine: I own Night's Black Agents, but have never played it because I haven't known how to introduce it to my group, but I love almost everything about it. Swords of the Serpentine feels like it will go in the same direction, but in fantasy/swords and sorcery. Really, really looking forward to getting my hands on a copy of this.
 

Blue

Ravenous Bugblatter Beast of Traal
Off the top of my head, in order.

Blades in the Dark - I want to try this both for the game and the system. No DM though I can get players.
Apocalypse World - never played the granddaddy, and I haven't played any post-apocalyptic games in over a decade.
Dogs in the Vineyard - okay, this goes waaaay back. Would like to play it with a DM who groks the concept, very different than D&D.
Unknown Armies - love fiction like this, esp. Tim Powers, wonder how well it translates into an RPG.
7th Sea (2nd) - Just to give it a try. Have a friend who teases running it. A one shot or single adventure would be enough.
Gumshoe - outside my normal genres, want to give it a try. Like 7th Sea, a one shot or adventure is fine, no need for a campaign.
Cortex Prime - kickstarted it, waiting on final.

Also been jonesing for some good SF/Space Opera (not licensed IP) and some drama-filled superhero, both campaign length, but without specific system requirements.

EDIT: 13th Age - where I can be a player instead of DM.

EDIT^2: Someone else mentioned For the Queen. I'm waiting for delivery of that as we speak. So I guess that should have been on my list.
 
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Undrave

Hero
I used to hangout in the Spectrum Games online community. My main reason for not try CAH and the other games that I have listed has to do with not gaming for the past few years as the result of scheduling conflicts and other life issues (e.g. two players moving across the country)
Aww that sucks.
 

pogre

Adventurer
Ars Magica 5th edition - I have not run an Ars campaign since 3rd edition :cry: and I like most of the changes in 5th.
 

Arilyn

Hero
Mouseguard: Like others, still sitting on my shelf. I want to give it a try.

Icarus: Technically a story game, but looks really cool. Playing through the rise and fall of a city that players create.

Star Trek (2d20): Sometimes I just want to indulge my geeky love of Trek, but still haven't got to it. Soon!

Spectaculars: Just arrived on our doorstep
Backed this one through Kickstarter, and excited to give it a spin.

Good Society: Love Jane Austen. Could be a fun diversion.

Genesys: Just been meaning to try it.

Tales From the Loop: This looks fun and flavourful.
 

Tonguez

Adventurer
I recently wrapped up a year long campaign of Blades in the Dark and it is easily one of my favorite games. I don't know if I'd say the playbooks are constraining, but what made you feel that way? Maybe I can help clarify for you.
its probably more me misunderstanding how the Score Planning, Position, Character and Crew Actions work together to build the adventure. They read as prescriptive to me with the game being "narrating the dice rolls".
I can see how that fits the genre and still has room for embellishment but its not entirely freeform sandbox adventure :)
 

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