What's your back-up game?

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D&D4 is the backup for me -- or rather, D&D isn't my primary RPG in any case.

Other stuff I'm playing:

Dogs in The Vineyard (well, really Dogs in the 'Verse -- Dogs in the Firefly universe)
Feng Shui
D&D 3.5 (with most of the designers of the Marvel Universe Diceless game, actually -- re Magic/Invention/Armor/Weapons, that stuff got tacked on in development after the initial mechanic was invented, and the game was clearly the worse for it).
Over the Edge (in various universes)
Everway
Call of Cthulhu
Too Many Indie games

And, you know, other stuff. I've got an "Etherial Seas" homebrew using OTE mechanics and The Shadows of Yesterday mechanics that's pretty sweet.
 

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If Marc Miller's Traveller(5) ever gets off the ground, then that. Otherwise, Classic Traveller is piquing my interest again. Looks as though Mongoose Traveller sucks. T20 is OK.
 

The problem I have is that I am in a very hidebound group that plays 3.5 exclusively. I'm getting D&Ded out and 4th won't fix that. That being said, what I would like to play:

1) Ars Magica (I have a great way of mixing it with Cyberpunk 2020)

2) Alternity (I have a multipart adventure that uses Star*Drive, Gamma World, Dark Matter, and my own homebrew based on THS all in one adventure).

3) Transhuman Space, I so want to run this. I even made a d20 conversion for people who don't want to learn GURPS (and despite Pulver I used the Psionics from Trinity d20 and just added the events in Trinity to those in THS, I have a lost little generation ship that produced the Aberrants instead of there being an Aberrant age, guess what the ship's name is). Singapore Sling is an awesome module.

4) nWoD. I have Las Vegas as a city that had been taken by a cadre of Prometheans about the time the mob was run out based on the city that was the home of Doul. Never finished that adventure.

5) My own D&D homebrew.
 

Furry Pirates! Ironclaw! Usagi Yojimbo! Albedo! Kevin and Kell! TMNT! The Questing Beast! Werewolf! Bunnies and Burrows! The World Tree!

(just kidding! =^,^= )
 

I'm done w/ 3.5. It'll be lucky to last the campaign out, since I've considered shifting it to either Hero of Savage Worlds in the past. I haven't because both would have been too hard to gauge existing power levels in a conversion. My hope is that 4e will be able to facilitate the current PCs -- and I think the gnomish druid is the only one who may not be fine, from what I've heard.

Regardless of conversion, after this campaign wraps, it'll be players' choice of Hero, 4e, or Savage Worlds for Medieval fantasy or nWoD for modern fantasy. My guess is that, assuming 4e doesn't suck, it'll win. Otherwise, I think the ranking of preferences will be:

nWoD (mortals -- like Supernatural TV show)
Mage: the Awakening (like the Dresden books)
Savage Worlds
Fantasy Hero
 


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