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What OGL/D20 games do you guys own or play?
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<blockquote data-quote="Shapermc" data-source="post: 725625" data-attributes="member: 9007"><p>Honestly Call of Cthulhu:</p><p></p><p>I have DM'd and played in both. There are alot of reasons, but I will go over the main points. </p><p>1) It has one of the most complete source books that I have ever read. It is an all in one book with 2 scenerios and great tools for a GM.</p><p>2) It can be 2 different styles of game really easy (even more so that D&D I think). It sets up great for a HEAVY rp session with lots of research and planing and thought. Or you can have Heavy combat with lots of slimy messy bad guys, huge spell list that any PC can use, artifacts that pack a punch, and templats for bad guys (I know that CoC is not ment to be played this way, but it <em>CAN</em> be and Pulp Cthulhu is going to show this aspect a bit more).</p><p>3) You have almost as much supplemental material as D&D over the past few decades that can almost all be converted with little effort through the conversion methods in either the back of the d20 Sourcebook, or the GM Pack. Unlike D&D which goes through massive facelifts and requires alot of footwork to convert, I can almost convert BRP CoC stats to d20 Stats in my head.</p><p>4) It has supplemental material to cover almost *any time era*. This is from a Fantasy midevil setting ( <a href="http://ad1000.cbj.net" target="_blank">Cthulhu Dark Ages</a> a <em>FREE</em> CoC supplemental) The 1890's (Cthulhu By Gaslight) the 1920's and the present time. This is a very all encompasing thing and you dont need a new set of rules for each thing (like d20 modern/future)</p><p>5) Inspired by H.P. Lovecraft.</p><p></p><p>There are my reasons, others probably have different opinions.</p></blockquote><p></p>
[QUOTE="Shapermc, post: 725625, member: 9007"] Honestly Call of Cthulhu: I have DM'd and played in both. There are alot of reasons, but I will go over the main points. 1) It has one of the most complete source books that I have ever read. It is an all in one book with 2 scenerios and great tools for a GM. 2) It can be 2 different styles of game really easy (even more so that D&D I think). It sets up great for a HEAVY rp session with lots of research and planing and thought. Or you can have Heavy combat with lots of slimy messy bad guys, huge spell list that any PC can use, artifacts that pack a punch, and templats for bad guys (I know that CoC is not ment to be played this way, but it [i]CAN[/i] be and Pulp Cthulhu is going to show this aspect a bit more). 3) You have almost as much supplemental material as D&D over the past few decades that can almost all be converted with little effort through the conversion methods in either the back of the d20 Sourcebook, or the GM Pack. Unlike D&D which goes through massive facelifts and requires alot of footwork to convert, I can almost convert BRP CoC stats to d20 Stats in my head. 4) It has supplemental material to cover almost *any time era*. This is from a Fantasy midevil setting ( [URL=http://ad1000.cbj.net]Cthulhu Dark Ages[/URL] a [i]FREE[/i] CoC supplemental) The 1890's (Cthulhu By Gaslight) the 1920's and the present time. This is a very all encompasing thing and you dont need a new set of rules for each thing (like d20 modern/future) 5) Inspired by H.P. Lovecraft. There are my reasons, others probably have different opinions. [/QUOTE]
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