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Which Non-D&D TSR Game Would You Like to See WotC Revive?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8057057" data-attributes="member: 18"><p>It was ridiculously ahead of its time and played really well - completely unlike virtually all other superhero RPGs (certainly those I played) up until like, the 2000s.</p><p></p><p>I'm always befuddled by the extreme love for Gamma World some people have. I feel like it might be a generational or cultural thing. Everyone I've met who loves it is either like like 5-15 years older than me, or American (and of at least the same age as me), or both.</p><p></p><p>By the time I got to it, in like, 1990, it felt really cheesy and old-hat, and it seemed like a lot of other games did post-apocalyptic stuff in a less ludicrous and over-the-top way. The fact that fans tended to focus on the most OTT/ludicrous/joke-y elements when I got online in the mid-90s only reinforced the "Old Person Joke Game" impression I've always had of it. Probably terribly unfair to see it that way, but people sure talked about it like it was a giant joke.</p><p></p><p></p><p></p><p>Yeah pretty much exactly. The system was extremely good - not perfect - but very good (as was MSHAG, but I feel like FASERIP still outdoes MSHAG in terms of TSR Marvel games). The setting was unfortunate, because, really, no-one wanted to play the 5th Age setting. I kind of liked it myself, but that was kind of because I <em>wasn't </em>actually a DL fan, just familiar with DL. It's also kind of a mess in terms of how it was presented, because it's trying to be Dragonlance, whilst also massively trying to change Dragonlance into an almost dystopian setting.</p><p></p><p>I feel like the same rules, and a very similar setting (only minus ever having been Dragonlance, rather built from the ground up, somewhat less generic-fantasy stuff too), and being released say, ten years later, and it'd be a sort of cult RPG which still had a significant following and influence.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8057057, member: 18"] It was ridiculously ahead of its time and played really well - completely unlike virtually all other superhero RPGs (certainly those I played) up until like, the 2000s. I'm always befuddled by the extreme love for Gamma World some people have. I feel like it might be a generational or cultural thing. Everyone I've met who loves it is either like like 5-15 years older than me, or American (and of at least the same age as me), or both. By the time I got to it, in like, 1990, it felt really cheesy and old-hat, and it seemed like a lot of other games did post-apocalyptic stuff in a less ludicrous and over-the-top way. The fact that fans tended to focus on the most OTT/ludicrous/joke-y elements when I got online in the mid-90s only reinforced the "Old Person Joke Game" impression I've always had of it. Probably terribly unfair to see it that way, but people sure talked about it like it was a giant joke. Yeah pretty much exactly. The system was extremely good - not perfect - but very good (as was MSHAG, but I feel like FASERIP still outdoes MSHAG in terms of TSR Marvel games). The setting was unfortunate, because, really, no-one wanted to play the 5th Age setting. I kind of liked it myself, but that was kind of because I [I]wasn't [/I]actually a DL fan, just familiar with DL. It's also kind of a mess in terms of how it was presented, because it's trying to be Dragonlance, whilst also massively trying to change Dragonlance into an almost dystopian setting. I feel like the same rules, and a very similar setting (only minus ever having been Dragonlance, rather built from the ground up, somewhat less generic-fantasy stuff too), and being released say, ten years later, and it'd be a sort of cult RPG which still had a significant following and influence. [/QUOTE]
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