Worst RPG System You Ever Palyed?

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Rackhir said:
Not the Vehicle combat damage rules.

Especially the Vehicle combat rules. Again, either the vehicle gets hit and everybody dies or it gets hit and nothing happens. The random nature of vehicle combat still allowed for vehicles to be taken out with a hit of an anti-vehicle weapon without killing every PC that was inside.

If yo're going to complain about the system, complain about the character creation that only seemed to spit out green enlisted or old officers and was useless for anything but military personnel.
 

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I just downloaded FATAL ... the art is generally pretty good quality, even the cartoonish stuff, which is usually comically appropriate for the material in the section.

I've just never encountered people so serious about ... empowering their own lack of proper socialization.

--fje
 

Rasyr said:
Synnibarr isn't that bad once you get used to it. :P

Glad to see someone else played it enough to figure it out. A good solid system that stayed balanced, at least up to 49th level, anyways. I think most people got turned off by it because of how big the numbers were, or weren't capable of figuring out that each 1/10th of armor meant moving your decimal place one spot to the left on your damage totals.

I had a lot of fun GMing and playing Synnibar. A powergamers wet dream. So satisfying I haven't poweregamed with another system in 7 years now. And it was balanced powergaming! Well, far more so than any other game system.
 

The system I enjoyed the least is GURPS. Whether it's a bad system or not, I don't know, but it does not fit what I want out of role-playing.
 

Ourph said:
Second place is a tie between 2e AD&D and C&C. Both, IMO hold onto far too many AD&Disms while incorporating their own mix of clunky add-ons. If there's anything worse than a clunky RPG, it's a clunky RPG that's been modified by people who don't really understand (and/or care about) what made the original game halfway decent.

This statement shows an almost utter lack of understanding of the system that you play (I assume), 3.x D&D, as it relates to C&C. C&C has NO clunky addons, if anything it removes rules from the 3.x scheme. C&C is so close to D&D 3.x that it seems almost ridiculous to say one is great and the other is one of the most horrible systems you ever played (although to prefer one greatly over the other is expected). *DID* you play it, or skim it at the bookstore? I can see the AD&D 2nd ed, though, as they DID add a bunch of crazy stuff, esp. those damnable players option books, ugh.
 

Its obvious the nay sayers didn't give C&C a fair assessment, one of them in this thread even admitted they returned it the next day. Yep, they know what they are talking about.

Besides, my definition of actually playing a game is doing at least 3 sessions of 6 hours each, to make sure you are properly figuring things out and really understand the rules mechanics.

That is why only Aftermath gets my vote, even though I had fun roleplaying it, but when we started fighting it sucked.

RIFTS can be fun, but it does have serious issues that the GM needs to address real quick, and classes you simply should not allow.

Chivalry and Sorcery is fun too, character creation takes a while, about 30 minutes after you figure it out, and has good concepts and flavor.

Rolemaster has its problems for me, but I still had fun whiile I played it, I just preferred other sytems.

I love Space Opera and Traveller/Megatraveller! Rules were confusing or out right wrong/didn't work, but the core of it was a blast to play. Traveller is even better now with all of the rules clarifications available.

Synnibar is a good system. Unlike RIFTS is a powergamers game that works. You just have to get used to adding and subtracting numbers in the thousands, tens of thousands, millions, etc... AND be able to move your decimal point to the left, depending on the tenths of armor involved. The only other problem was that some characters/classes (pretty much the same thing in Synnibar) were defintely weaker than others, but they were still cool and fun to play, as long as you avoided the power envy syndrome. A lot of players nowadays will have a problem with the fact that your character can easily die, even at 49th level.
 

Wow, five pages in and I've still got a new one.

A game I actually played, and thought was the worst: West End Game's Masterbook.

Character creation was nigh-incomprehensible, and in actual play, you took your stat, rolled 2d10, added your stat, looked the result up on a chart, which you then compared to the target number. Incredibly clunky in play, especially when you were trying to do Indiana Jones.
 

Back in the "good ole days" in HS we played a LOT of game systems....

The one that stands out the most as being bad to me was HARN.

I seem to recall us spending upwards of an entire day creating our characters and when all was said and done I ended up with a mage who could create magical armor. And it took a month to do. And thats ALL he could do. Enchant armor over the course of a month.

What a fun adventuring character!

DS

I don't see how D6 Star Wars has so many votes. Any game you can get people to create characters and start playing in less than 20 minutes when they don't know anything about the game has to be worth something.
 

James Heard said:
But have you played it? I mean, I have the game and once or twice tried to knock out some characters in it but I think I remember that there really weren't any mechanics beside character creation. Basically what I remember about it was that it was the one gaming book I decided that I'd better hide from my religious grandmother, that it had a lot of nice things to say about other gaming systems, and that I think I remember a percentage chance based upon your zodiac sign for being a pervert? Ah, what we won't buy when we're young.

We did TRY to play it ("it" being Fantasy Wargaming. Anyone know you do quotes within quotes on this board?). We generated characters, and the GM had an idea for a campaign, but it never got off the ground. An all-to-common occurence in our group. :(

James Heard said:
Tri Tac Systems game, Fringeworthy, meets the subtheme of this thread for me though. It was absolutely brilliant and I've used it's fluff over and over again without ever actually being able to make much sense of the mechanics of the game - making it the best game that has the worst system I won't ever play with. Usually when I run a Fringeworthy game I use the Interlock D10 system, the one that's used in Mekton and Cyberpunk. It's certainly not perfect, but it's less crunchy than d20 and more crunchy than Storyteller. It's the Goldilocks of gaming systems as far as I'm concerned.

Oooh, I forgot about these! I don't consider them "the worst" because, in spite of the clunky mechanics (two hit locations in the nose!? :eek: ) I actually had fun playing some of these. My favorite character was (in Bureau 13: Stalking the Night Fantastic) an army chaplin who carried (among other things) a hypodermic dart gun, with hypos full of holy water, in case he ever ran into a vampire! Yes, it was goofy, but it was fun.
 

Treebore said:
Its obvious the nay sayers didn't give C&C a fair assessment, one of them in this thread even admitted they returned it the next day. Yep, they know what they are talking about.
Because I'd love to waste three weekends playing a game I didn't like. Yeah right.

We spent two hours prior to the game going over the rules (with the help of some overviews found here at ENWorld), making note of what C&C added and what it took away. The SEIGE engine got a big plus from us. Great idea. But then the target numbers just seemed arbitrary. Wasn't enough to put me off of the game. The Seige engine was something I'd been looking for since d20 got rolling.

But then we sat down and started making characters. I got to pick a race and a class and a prime. We were planning on playing the game in a pre-existing campaign world, and I was going to make a character descended from one of the heroes in an older game. Assassin was good (if a shameless appeal to nostalgia), but the character needed some more melee presence, so I decided I'd multiclass him to monk. But wait! No rules for multiclassing. That combined with the horrendously small amount of character creation options weren't enough to deter us. We spent some time designing an unarmed assassin class (took about 45 minutes, and it wasn't easy with little guidance from the book). Still, I wasn't willing to give up on the game. I'd been waiting for this game for too long to do that.

We got into play, and after a break about four hours in a player mentioned that he was disapointed in his character, since its abilities didn't really reflect what he wanted (he had made a thief who he wanted to play as a social dilitante as he had done with a rogue previously in 3E). Over some dinner we decided to add feats back into the game (since I assured everyone that the game was designed to allow this sort of portability). It also helped cover up the problems we all had with how little character customization the rules allowed (short of designing a new class every time you get a new character idea).

When we got back into it, we got into a nice-sized melee in a tavern and the game just started to break down. The thief was trying to get behind the counter of the tavern for cover and made a dexterity check to do so (high stat and a prime), which he did easily. The human knight then said he wanted to do the same. The CK said he couldn't, but the knight said that he had dexterity as his prime (for being human), and thus should be allowed to do the same action as the thief. The game ground to a halt for a few minutes while the CK explained why he didn't think a knight should be able to move like that and questioned why the knight had dexterity as a prime. The knight replied that he wanted to be a master rider, and ride is a dexterity skill in 3E.

The argument went nowhere, and the knight reluctantly agreed to the CK's ruling, though he then requested permission to change his prime from dexterity (since it was useless to a knight in the CK's mind). The game continued, with more little rules inconsistancies and inadequacies cropping up. The mage tried to polymorph himself into a giant but noticed that the monster didn't have the abilities mentioned in the spell, so we spent a few minutes reverse-engineering the entry to get the correct stats. The knight tried to jump a fence with his horse, but we couldn't figure out what number the horse would use to make the check, and whether or not the knight could make a check to assist the horse. My big frustration came when the knight and I tried to hold ground in a hallway. Earlier, a bandit had used a strength check to hold us back while others escaped with an NPC we were after, but now the CK ruled that we could not attempt the same. With no rules on how it was done in the first place, we didn't have much of an argument, so we set back into our normal mode of trading blows ad nauseum.

That turned out to be the nail in the coffin for C&C for us. Combat was boring. We just sort of swung at one another until the bad guys died, then we moved over to the next bad guy and repeated the process until the fight was over. Occassionally we were allowed to do things like the thief's tumble to safety in the tavern, but generally the CK was hesitant to allow "special moves" that weren't already in the book. We patched this problem before the last encounter of the night by importing 3E's rules for tripping, grappling, disarming, etc.

When the game was over, the CK said that he'd been really frustrated by the lack of direction from the rulebook in terms of figuring out how to do certain manuevers in-game and the players were all frustrated at having to play characters who (mechanically) had nothing to do with who the characters they invisioned. There were no options for players to do anything really meaningful with character development on the mechanical end, and we enjoyed that aspect of 3E. The knight's player pointed out that after all we'd done to make the game more pallatable, we were basically playing 3E again. Nobody was having fun playing a game with such limited options and one that basically came out of the box requiring so much house-ruling to make it playable for us. Why would I want to play C&C when it didn't offer players any options and the CK nothing but frustration? To save ourselves half an hour or so of character creation time? To give the CK easier-to-read stat blocks? Not worth it. I come to a game looking to translate a character I have in my head into gameplay, and C&C staunchly refused to allow that with its boiler-plate character creation system. If I couldn't play the character I wanted, and I couldn't get the character to do what I wanted in-game, why would I bother with the game? So the next day I returned C&C to my FLGS and the next game continued the previous session with 3E rules. It took longer to recreate our characters, but we were much more satisfied with how our characters turned out and how the gameplay ran. We wanted simple gameplay, but we didn't really get it in C&C. Luckily Blue Rose filled that void pretty nicely.
 

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