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<blockquote data-quote="Ariosto" data-source="post: 5435037" data-attributes="member: 80487"><p>As far as I know, the only one legally licensed was <strong><span style="color: Lime">Teenage Mutant Ninja Turtles and Other Strangeness</span></strong>, by estimable Erick Wujcik, published by Palladium Books.</p><p></p><p>That's just one of a number of games Palladium has published with variations on the same basic rules. Rifts is another. If you're looking for a "sword and sorcery" or "D&D-ish" kind of thing, then <strong>The Palladium Fantasy RPG </strong>might be worth a look. Many people love the setting, but are not so enthusiastic about the rules. I personally enjoyed the first edition and first few books, but am not familiar with more recent developments.</p><p></p><p>Having greatly enjoyed another game by the designer (the original <em>Fields of Honor</em>), I picked up <strong>Savage Worlds</strong>. It seemed just "meh" to me, and that one copy on a remainders sale shelf is all I've seen of it in my neighborhood. SW is a "general purpose" design, with special flavors apparently coming in from setting supplements (more or less on generic lines, e.g., "steampunk" or "supernatural gothic").</p><p></p><p>It seems to be very popular elsewhere, though, and its fans are probably better equipped to explain why.</p><p></p><p><strong>Castles & Crusades</strong> is basically the same story, less recognizing the author's name. I don't know how much work it would be to mix in 4e "character customization", but bits from 2e and 3e look to be fairly easy to borrow. It doesn't seem to have an impressive setting attached.</p><p></p><p><strong><span style="color: White">Earthdawn</span></strong> was -- and is? -- a D&D-ish game descended from Shadowrun, another with a strongly developed setting.</p><p></p><p><strong><span style="color: White">Mongoose Traveller</span></strong> is a new game somewhat evocative of the original rules set (YMMV as to how much). It is primarily aimed at high-tech interstellar adventures, although (as on, e.g., "Star Trek") one might encounter some mighty fantastic things among the far-flung worlds of the galaxy. One difference from "Classic" Traveller is the line of supplements detailing various settings. The licensed ones so far include (IIRC) <em>Babylon 5</em>, <em>Judge Dredd</em> and <em>Strontium Dog</em>.</p><p></p><p><strong>Stars Without Number</strong> is the latest sci-fi take on old D&D. It's a free PDF download from DriveThruRPG or RPGNow, so maybe worth a download if the general concept is appealing. It comes with a setting in which (from my brief skim of the book) interstellar commerce depends on psychics -- magician/cleric equivalents -- able to open space-warp "gates". Some generations ago, a psychic "scream" from beyond known space wiped out that civilization.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5435037, member: 80487"] As far as I know, the only one legally licensed was [b][COLOR=Lime]Teenage Mutant Ninja Turtles and Other Strangeness[/COLOR][/b], by estimable Erick Wujcik, published by Palladium Books. That's just one of a number of games Palladium has published with variations on the same basic rules. Rifts is another. If you're looking for a "sword and sorcery" or "D&D-ish" kind of thing, then [B]The Palladium Fantasy RPG [/B]might be worth a look. Many people love the setting, but are not so enthusiastic about the rules. I personally enjoyed the first edition and first few books, but am not familiar with more recent developments. Having greatly enjoyed another game by the designer (the original [i]Fields of Honor[/i]), I picked up [B]Savage Worlds[/B]. It seemed just "meh" to me, and that one copy on a remainders sale shelf is all I've seen of it in my neighborhood. SW is a "general purpose" design, with special flavors apparently coming in from setting supplements (more or less on generic lines, e.g., "steampunk" or "supernatural gothic"). It seems to be very popular elsewhere, though, and its fans are probably better equipped to explain why. [B]Castles & Crusades[/B] is basically the same story, less recognizing the author's name. I don't know how much work it would be to mix in 4e "character customization", but bits from 2e and 3e look to be fairly easy to borrow. It doesn't seem to have an impressive setting attached. [B][COLOR=White]Earthdawn[/COLOR][/B] was -- and is? -- a D&D-ish game descended from Shadowrun, another with a strongly developed setting. [B][COLOR=White]Mongoose Traveller[/COLOR][/B] is a new game somewhat evocative of the original rules set (YMMV as to how much). It is primarily aimed at high-tech interstellar adventures, although (as on, e.g., "Star Trek") one might encounter some mighty fantastic things among the far-flung worlds of the galaxy. One difference from "Classic" Traveller is the line of supplements detailing various settings. The licensed ones so far include (IIRC) [i]Babylon 5[/i], [i]Judge Dredd[/i] and [i]Strontium Dog[/i]. [B]Stars Without Number[/B] is the latest sci-fi take on old D&D. It's a free PDF download from DriveThruRPG or RPGNow, so maybe worth a download if the general concept is appealing. It comes with a setting in which (from my brief skim of the book) interstellar commerce depends on psychics -- magician/cleric equivalents -- able to open space-warp "gates". Some generations ago, a psychic "scream" from beyond known space wiped out that civilization. [/QUOTE]
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