What Lost, Abandoned or Short Lived TTRPG would you like to see get a re-issue and new support?

Glad Tribe 8 is getting a reboot.
Likewise! Both because though I never got a chance to play the original it always fascinated me, and as (also) being the editor/publisher of the Aurora DP9 fanzine, like with RenLeg I have to be excited for it. ;)

I'd also love to see Jovian Chronicles return in force. That's the DP9 game where I had the most playtime. Perhaps slightly less campaign possibilities than being on Terra Nova in a Heavy Gear game (which did have a new edition of the RPG released recently), but still plenty, and carrier/fleet ops can be a lot of fun (which is also why a Macross game can be fun).

Albedo, the sci-fi animorphs game (not the 2004 versio)
I'd dig this as well. Though for it, and a lot of other older games, I can more easily see running them in one of my favourite systems of choice rather than necessarily needing a whole new edition. (Unless they come out using one of said favourite systems, in which case I'd be all over that!)
 

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Honestly, I'm not sure that the lack of success for Immortal had much to do with complexity; it was less complex in most ways than most of the White Wolf games (which it was pretty clearly inspired by) and plenty of them did well. It had two big problems a few little ones.

1. The compulsive need to rename every common game element left a barrier to entry that was absolutely a self-own.
2. Progression was such that the theoretical selling point of the setting (the superhuman protagonists that had lost their memories) was more theoretical than actual (Scion 1e suffered from this too; you were only going to likely ever see Demigod if you started there, given the rate of advancement).
I considered your point #1 part of what I called convolution. Agreed that the basic mechanics were not grandly complex. However, everything from the lore to the factions to the language to, well, figuring out what you were expected to be doing in the game was all hidden behind wild layers of stylized verbal diarrhea put to page.
It was also organized in a way that seemed like chunks of text had be rearranged in a blender.
And I'm a fan.
Perhaps that's a better way of describing the thing. The entire game felt like an over-excited ten-year-old's explanation of their favorite new thing -- I just felt like that thing was a genuinely interesting concept and would kinda like to see someone take another crack at the thing, just with some of the lessons we've learned in the past 30 years about what makes a non-medeival-fantasy, non-D&D-or-WoD RPG actually succeed in finding an audience.
Battlelords of the 23rd Century?
I don't know enough to know if this humor or serious. Wikipedia says this is a sci fi setting rather than modern/urban fantasy, but otherwise could be an I:tIW analog. Certainly has lots of factions and invented names. Maybe it has the same energy.
 

Not sure if it has already been mentioned, but Secrets of Zir'an. Neverly properly read it (partly due to the layout issues), but the premise of a secondary fantasy world that is more or less on our current techlevel sounds really interesting and unique.

Also, I really liked Timothy Brown's Dragon Kings setting that was not-Dark-Sun. To me, it felt like Dark Sun that was allowed to breathe and be a little stranger. There's talk about a Dragon Kings RPG coming out from Strange Owl Games, I really hope they'll get to it.
 

I don't know enough to know if this humor or serious. Wikipedia says this is a sci fi setting rather than modern/urban fantasy, but otherwise could be an I:tIW analog. Certainly has lots of factions and invented names. Maybe it has the same energy.
I thought I was replying to a comment about Synnibar without McCracken.. Not sure if I tagged the wrong post or edited poorly there.
 

I considered your point #1 part of what I called convolution. Agreed that the basic mechanics were not grandly complex. However, everything from the lore to the factions to the language to, well, figuring out what you were expected to be doing in the game was all hidden behind wild layers of stylized verbal diarrhea put to page.

I don't recall having trouble figuring out what to do in the game, but then, our play was informed by years of experience with somewhat parallel types of games so that might color my view.

I'm not going to argue that you had to be able to engage with the tendency to be, shall we say, less than forthright in describing almost anything in the game, though. I just remember that at least in terms of mechanics, the only problem children I hit were the slow advancement and some problems with the Serenades (the spell equivalents in the game). That's a better record than I felt some of the sub-games in the WoD had.
 

There is a new RPG put out by Strange Machine Games. Macross: Robotech®: The Macross Saga Roleplaying Game | STRANGE MACHINE GAMES and the Robotech Master's + Invid Invasion: Robotech®: Homefront | STRANGE MACHINE GAMES

(I've not played it yet so can't comment much more about it)
There are actually 2 Separate games/systems now - that one, and the Savage Worlds one.

Neither quite captures the feel of the Palladium one, and I usually dump on them, but I still have fond memories of playing that one.
 

I thought I was replying to a comment about Synnibar without McCracken.. Not sure if I tagged the wrong post or edited poorly there.
Just what part of the text block was retained, as it looked like you were referencing my Immortal subject line.

Certainly if discussing Synnibar without McCracken you then have to stipulate what part of Synnibar. If we're just looking at 'gonzo+future,' Battlelords of the 23rd Century (again, I only have the wikipedia table as reference) certainly hits every mark square on. So this definitely hits the same vein as the totality of the games I referenced together (Synnibar, RIFTS, Numenara, and Invisible Sun). I guess I would say you are right--someone other than McCracken that wanted to make something like Synnibar would probably make something like this game. It's a seemingly adequate analog.

As a simple thought experiment, I'd be interested in someone taking the whole basic premise of Synnibar (hallow Mars as spaceship after Earth is destroyed. Magic and superhero stuff walks hand in hand with sci fi stuff. Gods and Immortals walk around with common folk. Ninjas and bears with laser eyes and other 'cool' things punch well above their weight. Etc.) and running with it.
 

As a simple thought experiment, I'd be interested in someone taking the whole basic premise of Synnibar (hallow Mars as spaceship after Earth is destroyed. Magic and superhero stuff walks hand in hand with sci fi stuff. Gods and Immortals walk around with common folk. Ninjas and bears with laser eyes and other 'cool' things punch well above their weight. Etc.) and running with it.
I always did think that was inspired.
 

...True20 was my game of choice for many years in the '00s. I would probably modernize the engine though if I brought it back. I find that the 3.X d20 system, including its hefty feat taxes, doesn't really hold up for me anymore.
For sure it needs some modernization. A PC gets a feat every level though, so I wouldn't necessarily change too much about feats. True20 removed role(class) restrictions on skills, but made some feats role restricted. Some of those feats probably warrant a 2nd look, to see if some that are restricted could become general. As I mentioned, I simplified the conditions and status system, mostly by just borrowing the approach taken by newer D20 systems; mostly 5e and 13th Age. Grapplying is very much the clunky system featured in 3e, so I houseruled it to be more like Pathfinder 1e. But I could defintely envision simplifying it even more.

One things for sure - if anyone is going to officially modernize it, it would probably have to be a 3rd party. If only because an updated True20 would compete in the same space as the Adventure Gaming Engine. With more than a decade of supporting and developing AGE, I can't see Green Ronin wanting to do that.
 


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