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<blockquote data-quote="scourger" data-source="post: 6394097" data-attributes="member: 12328"><p>These are my current top 10 based on how quickly I would run them.</p><p></p><p>1. <strong>Savage Worlds</strong> (SW). I could run or play this game immediately. Some of my best gaming was with SW. I have an ongoing game that genre hops, which has been loads of fun. I expect it to go to the Old West with a <em>Boot Hill</em> module, some <em>Deadlands Reloaded</em> rules, and maybe the setting from <em>Aces & Eights</em>; or to WW2 with <em>Weird War 2</em>. It could go post-apocalyptic (see below). I would even like to try it with low or high fantasy (with an existing idea - see below) or space opera with Star Wars minis. I like the bennies (chips) and cards in addition to the dice so much that I import versions of those rules into other games. It's just so simple to prepare that it becomes much more fun to run and weave the story.</p><p></p><p>2. <strong>D&D d20</strong> was really the apex of D&D for me from Basic through 1e & 2e. I have a campaign on a long hiatus and an idea for another game now that could tie into it. The real benefit to me is that I can use my stock of D&D minis & rules mastery to just run the story I want with little extra preparation, which makes a conversion to SW more work ironically. I would not want to prepare stats for foes, but I do want to use parts of all the cool modules I have from various editions. And, I know my group will play it & stick with it. </p><p></p><p>3. <strong>Dungeon Crawl Classics</strong> is a surprise to me as I compile this list. I offered to run it recently, though, so it made the cut. I would probably try it with a variant of the d20 game story mentioned above, but I am not sure how the D&D minis would work in the conversion. DCC is pretty inspired with the death funnel of random character creation, the theory of which I would like to apply to my next fantasy game. I also like the level 5 "limit" because it flattens the power curve. I don't like the odd dice, though; so those have to go. </p><p></p><p>4. <strong>Omega World d20</strong> is just a brilliant little game. It is a concise adaptation of d20 to classic <em>Gamma World</em>. I had much fun running it with the <em>Alternity Gamma World</em> adventure series, and I enjoyed playing it in a long-running game that another GM converted to OW. I really like the streamlining of the system and the use of defects as character definers. </p><p></p><p>5. <strong>Gamma World (4e D&D version)</strong>. I ran it for my group with the free module, the adventure in the book, and the first boxed set. I would love to run the next 2 boxed sets, but it probably needs conversion to OW for my adult group to give them greater character flexibility & development without randomness that works mechanically similarly. My sons & nephews might do it as written, though; which would be much fun for me. </p><p></p><p>6. <strong>Judge Dredd d20</strong> is similar. I love the simpler rules with 2 judge classes & psionics in place of magic. The characters were distinguished by skills & feats. It was neat to run. I went through the first 2 published adventures. Those were the most fun to me, but I still have 2 more and would like to finish it. Plus, the movie <em>Dredd</em> put some fuel in that tank. </p><p></p><p>7. <strong>Rifts</strong> is a wonky game that I enjoyed playing & running. I had some very fun times with it on both sides of the screen: power playing and creative GMing. It's on the list now because I would love to run <em>Machinations of Doom</em> for my group using the pre-generated characters, but I can't get my players to bite. </p><p></p><p>8. <strong>Hell on Earth Reloaded</strong> appears here because I really liked playing the original and can't get the GM in a nearby city to finish it one weekend a year. If I had a really appealing adventure I would run it or take my existing SW game to it, which I may do anyway at some point (see above). </p><p></p><p>9. <strong>Tour of Darkness</strong> started my SW games and may be the finishing point for that long campaign. ToD is a fun game and had the highest level of player buy-in ever. I think it was all the people we knew growing up who were in Viet Nam and all the movies. I know I watched a bunch of them and reviewed several before running the game. Even the music appeals. </p><p></p><p>10. <strong>ORK!</strong> the RPG is fun and has a great little game engine that I would love to apply to other genres. It's last on this list because it is a bit silly as written and had no staying power in our group. But I like it. </p><p></p><p>That was fun. Thanks.</p></blockquote><p></p>
[QUOTE="scourger, post: 6394097, member: 12328"] These are my current top 10 based on how quickly I would run them. 1. [B]Savage Worlds[/B] (SW). I could run or play this game immediately. Some of my best gaming was with SW. I have an ongoing game that genre hops, which has been loads of fun. I expect it to go to the Old West with a [I]Boot Hill[/I] module, some [I]Deadlands Reloaded[/I] rules, and maybe the setting from [I]Aces & Eights[/I]; or to WW2 with [I]Weird War 2[/I]. It could go post-apocalyptic (see below). I would even like to try it with low or high fantasy (with an existing idea - see below) or space opera with Star Wars minis. I like the bennies (chips) and cards in addition to the dice so much that I import versions of those rules into other games. It's just so simple to prepare that it becomes much more fun to run and weave the story. 2. [B]D&D d20[/B] was really the apex of D&D for me from Basic through 1e & 2e. I have a campaign on a long hiatus and an idea for another game now that could tie into it. The real benefit to me is that I can use my stock of D&D minis & rules mastery to just run the story I want with little extra preparation, which makes a conversion to SW more work ironically. I would not want to prepare stats for foes, but I do want to use parts of all the cool modules I have from various editions. And, I know my group will play it & stick with it. 3. [B]Dungeon Crawl Classics[/B] is a surprise to me as I compile this list. I offered to run it recently, though, so it made the cut. I would probably try it with a variant of the d20 game story mentioned above, but I am not sure how the D&D minis would work in the conversion. DCC is pretty inspired with the death funnel of random character creation, the theory of which I would like to apply to my next fantasy game. I also like the level 5 "limit" because it flattens the power curve. I don't like the odd dice, though; so those have to go. 4. [B]Omega World d20[/B] is just a brilliant little game. It is a concise adaptation of d20 to classic [I]Gamma World[/I]. I had much fun running it with the [I]Alternity Gamma World[/I] adventure series, and I enjoyed playing it in a long-running game that another GM converted to OW. I really like the streamlining of the system and the use of defects as character definers. 5. [B]Gamma World (4e D&D version)[/B]. I ran it for my group with the free module, the adventure in the book, and the first boxed set. I would love to run the next 2 boxed sets, but it probably needs conversion to OW for my adult group to give them greater character flexibility & development without randomness that works mechanically similarly. My sons & nephews might do it as written, though; which would be much fun for me. 6. [B]Judge Dredd d20[/B] is similar. I love the simpler rules with 2 judge classes & psionics in place of magic. The characters were distinguished by skills & feats. It was neat to run. I went through the first 2 published adventures. Those were the most fun to me, but I still have 2 more and would like to finish it. Plus, the movie [I]Dredd[/I] put some fuel in that tank. 7. [B]Rifts[/B] is a wonky game that I enjoyed playing & running. I had some very fun times with it on both sides of the screen: power playing and creative GMing. It's on the list now because I would love to run [I]Machinations of Doom[/I] for my group using the pre-generated characters, but I can't get my players to bite. 8. [B]Hell on Earth Reloaded[/B] appears here because I really liked playing the original and can't get the GM in a nearby city to finish it one weekend a year. If I had a really appealing adventure I would run it or take my existing SW game to it, which I may do anyway at some point (see above). 9. [B]Tour of Darkness[/B] started my SW games and may be the finishing point for that long campaign. ToD is a fun game and had the highest level of player buy-in ever. I think it was all the people we knew growing up who were in Viet Nam and all the movies. I know I watched a bunch of them and reviewed several before running the game. Even the music appeals. 10. [B]ORK![/B] the RPG is fun and has a great little game engine that I would love to apply to other genres. It's last on this list because it is a bit silly as written and had no staying power in our group. But I like it. That was fun. Thanks. [/QUOTE]
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