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What RPGs Should Every Collection Have?
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<blockquote data-quote="GuardianLurker" data-source="post: 9223726" data-attributes="member: 786"><p>So, my criteria is genre-launching/defining or mechanics you should be aware of. In no particular order:</p><p></p><p>B/X or Rules Cyclopedia or OSE; the quintessential fantasy dungeoncrawl</p><p>MEGS DC Heroes; still the best supers game I've ever encountered, and the AP system is awesome.</p><p>Godlike/Wild Talents/Reign: the most elegant system I've seen (One Roll Engine isn't a lie.)</p><p>FUDGE/Fate: aspects, 'nuff said</p><p>Amber: the original diceless game.</p><p>Call of Cthulu: there's a reason it's still the granddaddy of all horror systems</p><p>Dogs of the Vineyard: goal resolution vs. task resolution is a very interesting take on things.</p><p>WoD, especially Werewolf and Mage: a great example of how mechanics can support both role-play and setting.</p><p>Fortune's Fool: card-based (Tarot specifically) resolution; there's also a clockpunk/steampunk game that uses a normal deck, but I've forgotten the latter's name</p><p>Cortex Prime: A great example of system-building, and a truly fully adaptable system</p><p>Savage Worlds: the die-size progression as a model for character progression</p><p></p><p>Oh, and I forgot:</p><p>Pendragon: for introducing the concept of "winter phase" into my game.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9223726, member: 786"] So, my criteria is genre-launching/defining or mechanics you should be aware of. In no particular order: B/X or Rules Cyclopedia or OSE; the quintessential fantasy dungeoncrawl MEGS DC Heroes; still the best supers game I've ever encountered, and the AP system is awesome. Godlike/Wild Talents/Reign: the most elegant system I've seen (One Roll Engine isn't a lie.) FUDGE/Fate: aspects, 'nuff said Amber: the original diceless game. Call of Cthulu: there's a reason it's still the granddaddy of all horror systems Dogs of the Vineyard: goal resolution vs. task resolution is a very interesting take on things. WoD, especially Werewolf and Mage: a great example of how mechanics can support both role-play and setting. Fortune's Fool: card-based (Tarot specifically) resolution; there's also a clockpunk/steampunk game that uses a normal deck, but I've forgotten the latter's name Cortex Prime: A great example of system-building, and a truly fully adaptable system Savage Worlds: the die-size progression as a model for character progression Oh, and I forgot: Pendragon: for introducing the concept of "winter phase" into my game. [/QUOTE]
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