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Worst RPG Ever?
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<blockquote data-quote="Henry" data-source="post: 118733" data-attributes="member: 158"><p>By mere word of mouth, the two games "White Warriors" and F.A.T.A.L. have to take the cake. This may sound insane, but I would love to find a copy of FATAL, just to see how bad it truly was. I'm the type of person who has collected a video of Allied force cleanup efforts of Nazi Death Camps, just so people can't tell someone I know that it never happened. And in my neck of the woods, this stands more than an improbable chance of happening. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p></p><p>Beyond this, the worst game I have attempted to read and play falls to Champions, or to Cyberpunk 2020, and used to be Shadowrun, before it's 3rd edition revision. I dislike any game, in fact, that uses the tallied number of successes on individual dice to determine how successful I am. Increases in skills DO NOT AFFECT THE DICE in these type of games; it only allows more chances to attempt the action. Only things such as equipment increases, circumstance modifiers, etc. affect the actual roll - which I don't mind; but not having equal increases with skill makes it harder and harder to attempt an action, and really annoys me.</p><p></p><p>Champions requiring so much time to build a character and to play through a combat, which are both staples of 4-color Super-hero games, is counter-productive to me. Advanced Marvel super Heroes, by Jeff Grubb, while not the best super-hero game around, had the tremendous advantage of being fast. Powers were flexible enough so as to build individualized super-heroes with the same basic rules. 2 Heroes could have the EXACT SAME POWERS, yet look and feel very different. I would love to see a Super-Hero game with that much speed and flexibility produced. I hold out some expectation for both Godlike and, should I run across it or some Fast-play rules, BESM.</p></blockquote><p></p>
[QUOTE="Henry, post: 118733, member: 158"] By mere word of mouth, the two games "White Warriors" and F.A.T.A.L. have to take the cake. This may sound insane, but I would love to find a copy of FATAL, just to see how bad it truly was. I'm the type of person who has collected a video of Allied force cleanup efforts of Nazi Death Camps, just so people can't tell someone I know that it never happened. And in my neck of the woods, this stands more than an improbable chance of happening. :eek: Beyond this, the worst game I have attempted to read and play falls to Champions, or to Cyberpunk 2020, and used to be Shadowrun, before it's 3rd edition revision. I dislike any game, in fact, that uses the tallied number of successes on individual dice to determine how successful I am. Increases in skills DO NOT AFFECT THE DICE in these type of games; it only allows more chances to attempt the action. Only things such as equipment increases, circumstance modifiers, etc. affect the actual roll - which I don't mind; but not having equal increases with skill makes it harder and harder to attempt an action, and really annoys me. Champions requiring so much time to build a character and to play through a combat, which are both staples of 4-color Super-hero games, is counter-productive to me. Advanced Marvel super Heroes, by Jeff Grubb, while not the best super-hero game around, had the tremendous advantage of being fast. Powers were flexible enough so as to build individualized super-heroes with the same basic rules. 2 Heroes could have the EXACT SAME POWERS, yet look and feel very different. I would love to see a Super-Hero game with that much speed and flexibility produced. I hold out some expectation for both Godlike and, should I run across it or some Fast-play rules, BESM. [/QUOTE]
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