jbear
First Post
I began with Hero Quest. My parents had specifically prohibited me from any type of contact with the soul stealing game know as Dungeons and Dragons. They did not specifically prohibit me from a game called Hero Quest. From there I began making my own roleplaying game and collecting miniatures. Neither of these things were specifically the evil 'Dungeons and Dragons', so this was tolerated.
My best friend bought the 2nd Edition AD&D books ... They looked pretty awesome. But I felt too guilty to play 'D&D' so we basically cloned the system, stripping it of magic, gods and demons a played a conan/viking style version of the game I felt was not technically D&D.
Later as an adult the occaision arose to play again. I searched for D&D (not even really aware there were different versions) and ran into 3.5e. I played a very loose version of that for a while. Then eventually aquired more books and began running the system as it was probably meant to be... Lots of fun was had, but eventually the overwhelming amount of rules pushed me into saying no so often to my players, or stopping the game to search for obscure rules, that my fun died.
4e came along just as I rebooted my attempts to bring new players into the world of roleplay (3.5e again). The rules killed our fun. 4e brought the fun back. A single piece of advice from the DMG changed my whole outlook on DMing: say yes! So liberating. The rules were slick and clear but did not account for every single situation imaginable, so it was possible to learn them all fairly well, fairly easily. DMing became very easy again. The campaign I ran with the group was pure awesome with the most memorable epic combats I've ever devised/run/played. Ever. I moved countries just after the campaign reached paragon level.
Not having anything against the 3.5e system other than there being too many rules for me too handle to play as easily as I wanted/needed to be able to play, I began playing Pathfinder in online pbp games (here on EnWorld). I don't have to DM it... no worries. Like. I still play in those games.
5e was announced not long before I moved back to the country where my table top group is situated. I watched with mild interest as playtests went on and the hype fizzled out. 4e also fizzled out in terms of community interest. WotC gave the basic rules for free, so I took a look, and even tried it out on another pbp site, and found it to be as enjoyabe as any/all of the other versions I have played. Just before rebooting our campaign I asked my players how they felt trying out 5e, instead of restarting our campaign. The reasons: the 4e campaign required invention which required time. Starting again meant I could start with a published campaign. Also 5e had slimmed down combat (a tad much for my liking but hey ... that's only one part of D&D and easy enough to slim up back to here I enjoy in the right climactic moments as I wanted) which meant the story developed a lot faster. Everyone agreed upon giving 5e a try. Once we played everyone agreed that they preferred not having to play so tactically, and it sped up the game in a way that was more than worth missing out on the more exciting combats.
And that's about it.
I've played GURPS. Not sure I had the best GMs to really value the system on its own merits. I like the idea that you can use the same rules for any genre of game, and that you can fully customise any character ... but as a player, it was very evident that the GM was required to know a whole **** load of rules. And the games I played in were frankly ... a bit boring. Again, may well have been a DM issue, as opposed to a system issue. Not sure.
My personal opinion of roleplaying is that it is fun no matter the system you use. I'd be up for trying out any system. In the end its the story you create and the adventure that is the main part. The rules are just the vehcle you use at times to get from place to place.
My best friend bought the 2nd Edition AD&D books ... They looked pretty awesome. But I felt too guilty to play 'D&D' so we basically cloned the system, stripping it of magic, gods and demons a played a conan/viking style version of the game I felt was not technically D&D.
Later as an adult the occaision arose to play again. I searched for D&D (not even really aware there were different versions) and ran into 3.5e. I played a very loose version of that for a while. Then eventually aquired more books and began running the system as it was probably meant to be... Lots of fun was had, but eventually the overwhelming amount of rules pushed me into saying no so often to my players, or stopping the game to search for obscure rules, that my fun died.
4e came along just as I rebooted my attempts to bring new players into the world of roleplay (3.5e again). The rules killed our fun. 4e brought the fun back. A single piece of advice from the DMG changed my whole outlook on DMing: say yes! So liberating. The rules were slick and clear but did not account for every single situation imaginable, so it was possible to learn them all fairly well, fairly easily. DMing became very easy again. The campaign I ran with the group was pure awesome with the most memorable epic combats I've ever devised/run/played. Ever. I moved countries just after the campaign reached paragon level.
Not having anything against the 3.5e system other than there being too many rules for me too handle to play as easily as I wanted/needed to be able to play, I began playing Pathfinder in online pbp games (here on EnWorld). I don't have to DM it... no worries. Like. I still play in those games.
5e was announced not long before I moved back to the country where my table top group is situated. I watched with mild interest as playtests went on and the hype fizzled out. 4e also fizzled out in terms of community interest. WotC gave the basic rules for free, so I took a look, and even tried it out on another pbp site, and found it to be as enjoyabe as any/all of the other versions I have played. Just before rebooting our campaign I asked my players how they felt trying out 5e, instead of restarting our campaign. The reasons: the 4e campaign required invention which required time. Starting again meant I could start with a published campaign. Also 5e had slimmed down combat (a tad much for my liking but hey ... that's only one part of D&D and easy enough to slim up back to here I enjoy in the right climactic moments as I wanted) which meant the story developed a lot faster. Everyone agreed upon giving 5e a try. Once we played everyone agreed that they preferred not having to play so tactically, and it sped up the game in a way that was more than worth missing out on the more exciting combats.
And that's about it.
I've played GURPS. Not sure I had the best GMs to really value the system on its own merits. I like the idea that you can use the same rules for any genre of game, and that you can fully customise any character ... but as a player, it was very evident that the GM was required to know a whole **** load of rules. And the games I played in were frankly ... a bit boring. Again, may well have been a DM issue, as opposed to a system issue. Not sure.
My personal opinion of roleplaying is that it is fun no matter the system you use. I'd be up for trying out any system. In the end its the story you create and the adventure that is the main part. The rules are just the vehcle you use at times to get from place to place.