Gamma
World: TSR's Basic Dungeons & Dragons was the game which
introduced me into ttrpg's but it was Gamma World which really opened
up the endless fun to be had with the role playing format. While D&D
channeled my love for Tolkien's The Lord of the Rings, Gamma World
allowed me to play out my passion for comic books. Kamandi and TheWarlord specifically. There was a certain freedom in world building
and character creation which I could not embrace with D&D. Not
that there was anything wrong with D&D, I just felt, as a kid,
Gamma World asking more imagination from me than a game concerned
with High Fantasy.
Champions:
I love, love the role play
potential built into comic books and Champions got my attention with
the promise of custom character builds for your superhero, and by
extension, your supers game world. Issues of Marvel with Dr. Doom and
Iron Man battling it out in King Arthur's court and the ubiquitous
future science fantasy woven in most comics of the day made it
apparent in a supers role playing game I could fold
in any genre trope into the campaign. The stacks, racks and boxes of
used comics throughout comic book stores told me I would never be
short of adventure material for my game. The breakdown with Champions
came with the self same tools for custom builds prohibited breezy
world building. As a Game Master I made the mistake of using the
crunchy game mechanics as the method for game prep. I bogged down and
just couldn't do it anymore. But Champions holds the number two spot
because I did run it more than any other superhero game. And nailing down an important Game Master realization; the mechanics are for the PC's, not the GM!
Stormbringer/Elric!:
Blood and souls for my lord Arioch. Not only did this game introduce me to pulp fantasy beyond
Conan, it turned me on to another way to break from the level/class
scriptures of Dungeons & Dragons. The
ability to build a fantasy character as I see fit was
liberating.
Why
can't a PC
wield a sword,
wear power armor,
fire a gun and use magic? My favorite stories and comics all have
these polyglot type of
characters. Why
are my games restricting me? Obviously they are not. I was just too
hidebound, narrow in my thinking and only as good at gaming as I was
going to be. I find indie
games and their popularity similar to the popularity of paint by
numbers. Create a Van Gogh, in the comfort of your own comfort zone!
Just follow these easy step by step instructions. Yeah this is fun to
do, but this isn't art. This is not a challenge. But
Chaosium's d100 system met my young person's
ability half way and gave me a system which justified
my belief the depth of role play was
real. Any
failings in the game where not a result of system, but within myself.
Made me believe that if I didn't want a bad game just don't suck.
Renaissance:
A smart polish on Chaosium's
venerable d100 system Cakebread & Walton's black powder era game
does all the right things for those who want to tap into this
historical time period for fantastic gaming. Rules for Alchemy
and Witchcraft add the right amount of fantastical for adept players
and game masters to hit any high note they want. Humorous and
cinematic, realistic and gritty grimdark and grotty. Renaissance will
do it. It is my current
number two favorite role playing game of all time because it is what
I am running right now. At two and a half years the system has not
only satisfied myself, it has kept the same group of online players
invested since the first opening adventure!
USR
Sword & Sorcery: Yes
my favorite role playing game of all time is
the one I built from the ground up using Scott Malthouse's
(U)nbelievably (S)imple (R)oleplaying game mechanics. USR is a simple
set of resolution mechanics balance against a PC having few
attributes while at the same time offering an extremely player
facing, flexible way for character customization. I
used this generic role playing system to try out a deliberate
approach to a game I though Gary Gygax and D&D first challenged
and thrilled me to apprehend. Pulp fantasy; Howard, Moorcock, Carter,
etc. was source material which I always envision when I daydream
about role playing games. Why not just rely on these stories and
tropes when running a game? Shouldn't I just let the rules and
mechanics lie in the background waiting to be used when required?
This may be rote for better gamers than me, but I had always relied
on game mechanics to deliver
the package, and this is exactly contrary to what original role
playing games promised. USR gave me an opportunity to approach the
art fresh with young expectations and seasoned eyes. The result was
USR Sword & Sorcery and it was sufficient to run, after being out
of gaming for 25 years, a swingy, blood soaked pulp fantasy campaign
with a dedicated group of strangers on line for three years. Mission
accomplished.