Which game is the most fun?

Which of the following games is the most fun?



log in or register to remove this ad


In terms of setting, I've always liked the Warhammer universes. But in terms of rules, WHFRP comes off as some unholy marriage of the miniatures rules and a more-convoluted version of Final Fantasy III's class system.

Savage Worlds looks fun, but the system doesn't appeal to me.

I'd have to vote for d20 Future just because d20 Modern is the game I've enjoyed the most there. My last great experience with it was a friend's game set in the Alien universe. There's really nothing more fun than going full-auto with pulse rifles against some near-invisible xenomorphs.
 

I have played and enjoyed all three.

My favorite to run and play, however, is Savage Worlds. It's a system I'll use for homebrew adventures that I wouldn't attempt with other systems. At the age of 40, I don't have the memory that I used to have to be able to learn and memorize lots o' rules. Savage Worlds does what I want it to do, and the shiny bits you can purchase for it make it that much more fun.

Pepster
 

jmucchiello said:
Who's DMing? Ultimately, that is far more important than the system in my experience.

I'll be GMing it.

After talking it over with my players, we're leaning more towards Savage Worlds, though WFRP is coming a close second.

d20 Future is something I've actually played once or twice, and it seemed to work alright. But I doubt we'll play it, since we've been D&Ding it for so long that using the same ruleset for our next campaign doesn't look like it'll work.

A SW version of Jakandor is looking to be more and more of a possibility. SWorlds seems like it could be a lot of fun, save for a few quibbles (too few spells!). Plus, I have a feeling it'll be easiest to GM - and easy for me means that the game will probably be more fun for everyone (at least, that's how it's worked in the past).

As for WFRP - I really want to give it a try, since the Character Advancement system is one of the most interesting I've ever seen, and it definately seems a lot more organic than most systems I've seen. And I know it'd go over well with my group... but combats seem like they'd take a while to get through (my sample combats I ran by myself took just as long as a D&D combat, with less options available on the parts of individual players).
 

Wik said:
combats seem like they'd take a while to get through (my sample combats I ran by myself took just as long as a D&D combat, with less options available on the parts of individual players).
Not sure if you were doing this already or not, but using the basic armour system for NPCs as well as the "non-critical death" rules for NPCs sped up combat a lot for me.

My biggest criticism of WHFRP is that everyone starts off as random stuff, which is fine, but leads to a party where everyone is just "guy with sword", even if they are nominally in the rat-catcher career or the entertainer career. As far as adventuring goes, there are only a couple of actual roles in there. I kinda missed D&Ds nice "this is what I do in the party" stuff.
 

Remove ads

Top