I think the big one for me is, much like many others, Exalted. I loved the idea of playing essentially fantasy super-heroes but it was way too crunchy. Particularly, looking through hundreds of different charms to find the ones you want is a chore, and the systems themselves were fairly crunchy versions of Storyteller – a system that doesn't do too well with crunch.
A more recent but related game is Trinity Continuum/Aeon. There, I liked the basic idea of the setting and game with the different psion orders and the way psi powers can assist one another creating incentive to cooperation but I got a real weird vibe from the setting. I think it is trying to do too much at once – the Aeon book has a section on how different regions are suitable for different kinds of science-fiction stories, but it doesn't really provide much support for doing any of them. There are also some big threats going on in the setting that feel like ongoing emergencies that make you wonder why they are not a bigger deal for people in the setting. I think that part would have been better if it would have been designed like Eberron where there are a number of potential threats but they aren't ongoing emergencies, thus letting the GM choose what's going on in this particular campaign. Add to this the fact that there's not much support in the way of adventures that show you what you're actually supposed to be doing in the game, and the end result was that I could never get a good grasp on the game.
A more recent but related game is Trinity Continuum/Aeon. There, I liked the basic idea of the setting and game with the different psion orders and the way psi powers can assist one another creating incentive to cooperation but I got a real weird vibe from the setting. I think it is trying to do too much at once – the Aeon book has a section on how different regions are suitable for different kinds of science-fiction stories, but it doesn't really provide much support for doing any of them. There are also some big threats going on in the setting that feel like ongoing emergencies that make you wonder why they are not a bigger deal for people in the setting. I think that part would have been better if it would have been designed like Eberron where there are a number of potential threats but they aren't ongoing emergencies, thus letting the GM choose what's going on in this particular campaign. Add to this the fact that there's not much support in the way of adventures that show you what you're actually supposed to be doing in the game, and the end result was that I could never get a good grasp on the game.







