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Which other RPG's do you play, and why?

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12 hours ago, penpenpen said:

[- - -]
As for fantasy, my preferred game,bar none, is Eon by Helmgast. Only system that gives Star Wars/Genesys a run for it's money. No, there are currently no plans for a translation though.

[- - -]

What he (?) said. 😄 Eon is my all-time favourite RPG, and I find it's current 4th Edition to be the best one so far. (Being a freelancer for it might make me a touch biased, though.)

Right now it's Eon and Star Wars for me, as well as Highlander (using Eon rules) and Symphony of the Fallen (supernatural western, using Genesys).

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I have played many different RPGs over the years, though it is currently reduced to a few active campaigns, after having had a few major changes in my life. I still play with different groups, though.

Currently, I am GMing a Vampire: the Masquerade game (v5), as well av playing in two different D&D 5E campaigns in addition to EotE. It's not enough! :D

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Ain't that the truth.  I can remember just out of college there were people at my apartment at all hours (even when I was at work) playing a game.  I would come in and be able to jump into whatever random game was being played.  Back then it was "who needs to eat or sleep"

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6 hours ago, Lubricus said:

Currently, I am GMing a Vampire: the Masquerade game (v5)

That's one of the games I'd like to actually play other than a brief (and somewhat disastrous) one-shot.  How's the game treating you and your group?  I know some older fans of the setting aren't thrilled at how they doubled-down on the PCs being monsters.  I do like the changes to the mechanics that they made, with the system not being quite as screwy as the original Storyteller system (I never played any of the nWoD line so don't really know what that iteration changed, fixed, or broke), and the GM for Street Fighter game I'm in had at the very least implemented the dice pool/success/difficulty system from 5e.

I know there's been a number of lore changes since V:tM was originally put to bed well over a decade ago to account for modern times, along with some shake-ups in which Clans are aligned with whom, such as Gangrel and Brujah are Anarch clans, Assassamites are Camarilla (who are otherwise closing ranks) and Prophets of Set did an image refresh into the Ministry and have tossed their hat in with the Anarchs.  If nothing else, I found the Gentleman Gamer's in-character series of YouTube vids quite hopeful for getting up to speed on the basics of V:tM5e.

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15 hours ago, Donovan Morningfire said:

That's one of the games I'd like to actually play other than a brief (and somewhat disastrous) one-shot.  How's the game treating you and your group?  I know some older fans of the setting aren't thrilled at how they doubled-down on the PCs being monsters.  I do like the changes to the mechanics that they made, with the system not being quite as screwy as the original Storyteller system (I never played any of the nWoD line so don't really know what that iteration changed, fixed, or broke), and the GM for Street Fighter game I'm in had at the very least implemented the dice pool/success/difficulty system from 5e.

I know there's been a number of lore changes since V:tM was originally put to bed well over a decade ago to account for modern times, along with some shake-ups in which Clans are aligned with whom, such as Gangrel and Brujah are Anarch clans, Assassamites are Camarilla (who are otherwise closing ranks) and Prophets of Set did an image refresh into the Ministry and have tossed their hat in with the Anarchs.  If nothing else, I found the Gentleman Gamer's in-character series of YouTube vids quite hopeful for getting up to speed on the basics of V:tM5e.

I'm pretty pleased with the changes brought by the fifth edition, actually. I have GMed Vampire almost since it came out, back in the nineties, and know the setting very well. The metaplot changes from V20 to V5 fit well, I think - I like a bit of a shake-up every now and then. The reduction in the number of Disciplines is interesting, and I think it works fairly well. Most of all, I love the fact that the game now is a lot more focused on the personal horror of being a vampire.

My current campaign is about a "Vehme" group in Oslo, Norway, where I have adjusted the setting as I have used it for years with all of the metaplot developments. I love how the very familiar game (and setting) is throwing a few surprises at my players, who now have to contend with a Banu Haqim Primogen, Ministry Anarchs and an ever-present Second Inquisition, all the while trying to cope with their Beasts and the constant Hunger.

All in all, I'm quite happy with V5. If I ever get to the point where I want to start a campaign featuring powerful Elders, I might want to return to V20, but for a "normal" Vampire game, V5 is excellent for my needs.

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I play:

FFG SWRPG, Mythras, and Fate. I like this system for its fast pace and narrative dice. I play Mythras when I want to run fantasy or a historical game. Fate is what we use for one-shots or setting hacks. 

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5 hours ago, PzVIE said:

I'm always up for WFRPv2 (probably v4 - haven't tried it yet) and Call of Cthulhu

I've played and run a bit of WFRPv4. and while there are some significant changes from v2 (especially with how careers and XP spending now work), the core mechanics are pretty similar.  They definitely tweaked combat so as to cut down substantially on the whiff factor (a big problem in the early going for PCs), though that itself can have some problems if the ball is really rolling in one side's favor (though there are tricks to mitigate it).

At the very least, I'd suggest grabbing their starter box and giving that adventure a try.  It's a pretty neat setting, and the adventure definitely has that sort of "this ain't your typical fantasy RPG setting" vibe to it.

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25 minutes ago, Donovan Morningfire said:

I've played and run a bit of WFRPv4. and while there are some significant changes from v2 (especially with how careers and XP spending now work), the core mechanics are pretty similar.  They definitely tweaked combat so as to cut down substantially on the whiff factor (a big problem in the early going for PCs), though that itself can have some problems if the ball is really rolling in one side's favor (though there are tricks to mitigate it).

At the very least, I'd suggest grabbing their starter box and giving that adventure a try.  It's a pretty neat setting, and the adventure definitely has that sort of "this ain't your typical fantasy RPG setting" vibe to it.

Suggestion noted. How many players does the starter do?

Edited by MrTInce

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1 hour ago, MrTInce said:

Suggestion noted. How many players does the starter do?

It can handle up to six, with the pregens being a Human Soldier, Dwarf Slayer, Halfling Thief, Human Witch Hunter, Elf Envoy, and Human Mage.  They're a bit above what regular starting characters would be capable of, especially in terms of gear, but they work for the adventure in question, and there's a number of potential plot hooks for either further adventures or mini-scenes the GM can add to the existing adventure.

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I run a game every year in the RPG club I chaperone at the High school that I teach in.  We usually do a campaign a semester.  One of the semesters is always FF Star Wars, we will be doing clone wars next semester.  The other semester we have gone back and forth between The One Ring- Middle Earth RPG, and Mutants and Masterminds 3e, using their DC comics books.  

Star Wars, Lord of the Rings and Batman, are all my favorite fandoms.  My two HS aged kids and a couple of my fellow teachers are usually in on the game and they loves those as well.  

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Genesys homebrew ancient steam fantasy campaign with several house rules for a magic system and fleshing out character creation (aging, social status, careers, lifestyles).

Old school Advanced Dungeons & Dragons. Why? Old friend I used to play with when AD&D was the new thing re-started up a campaign a while back and it's what he likes (same world he made back in high school).

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The only active gaming I do (other than Star Wars; I use the WEG D6 system for that) is with the Hârn setting and rules. My current campaign is in its twelfth year.

In the past, I've run a lot of Twilight:2000, 2300:AD, and Champions. Way back (in the late 70s/early 80s) I ran D&D. I've played all sorts of stuff on occasion, but I'm usually the GM.

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Pathfinder, D&D 5th, Star Trek Adventures, Star Wars FFG RPG. On a more regular basis anyways.

Other than that, a whole lot more in the cupboard. Small local stuff (DSA, Dark Dungeon, etc.) and international RPGs like Shadowrun, Star Wars Saga & D6, Elfquest, Robotech, etc., etc., etc.

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Past:

1.  Shadowrun - Was a fan of the setting ever since the old SNES & Sega video games. along with seeing old advertisements in 90s comic books.  Anything Cyberpunk was great.  System is okay, very realistic and number crunchy.  Brought out a lot of power-gamers.  Overall used to play it before cause of the setting and the detail one can go into for CC.

2.  Legend of the Five Rings 1st edition - I ran a L5R City of Lies boxed set campaign for years in the DC area.  Greg Stolze did a fantasy job with that boxed set and is in my opinion one of the best RPG products ever produced.  Once again, the setting is very unique.  I don't remember being able to play in a detailed Asian Fantasy/Mythology setting.  You also had the clans, and great heroic characters to draw inspiration from. Very lethal game.  Being an Asian American myself and a fan of old Wuxia movies, I naturally gravitated towards this game.

3.  Deadlands Noir - A game that I played a few times with friends but was never able to sustain due to lack of interest.  Deadlands is a very underrated and I believe Savage Worlds highlights roleplaying over mechanics.

 

Current:
 

Just Edge of the Empire. 

I was talking to one of my players last night after our game.  He is from Tampa.  He travels about 45 minutes - 1.5 hours to our game each month (Depending on traffic).  He told me that in his area, it is very easy to find D&D games.  More difficult to find other games going on.  Hence why he comes out to our town for SW>

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21 minutes ago, DangerShine Designs said:

Is that the recent Mophidius version? If so, how is it? Played a LOT of FASA and LUG 20-30 years ago and am super curious about the new version.  

It is.

A very, very brief explanation. A misnomer, the Mophidius 2D20 system (as you can easily add D20s up to 5D20) works rather well. Roll those D20s, score under a combination of attribute and skill (different names in Star Trek, but that's what they are, basically) to determine successes, and even a level of success (one die rolled under, three did, etc.). You can get metacurrency such as Momentum, to spend on special privileges, like extra D20s, or 'buying' more information from a check, and you can do things contrary to your beliefs or moral standards to grant the Game Master a metacurrency called "threat" (which is like Momentum, but the Game Master can use this to up the ante). Star Trek Adventures also has an interesting way to handle starships. They can directly and indirectly influence some of your adventures, as they can add success from a D20 roll using ship systems (again, not unlike attributes and skills) where appropriate. The characters are built using a lifepath system that offers both random chance if you want, or simply choice where you absolutely have to have that one option. I have noticed that character start out reasonably to very competent (they are often bridge crew, after all) and progress little. You would find they more often lower their abiities and raise others rather than actually gaining new ones.

Still, I am very pleased with the game, the production value of the books, and I am eagerly awaiting the next product.

For far more competent elaboration than I can give you (haven't been playing for a long time yet), go to Youtube and find the Complex Games Apologist. He has a couple of good videos about STA, like this one: https://www.youtube.com/watch?v=PZMjvTIe37w

Hope that helps.

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5 hours ago, Xcapobl said:

I have noticed that character start out reasonably to very competent (they are often bridge crew, after all) and progress little. You would find they more often lower their abilities and raise others rather than actually gaining new ones.

It's worth noting that the central characters from Next Gen, DS9, and the Original Series were all built as starting PCs using the standard character creation rules.  So that pretty much confirms your assessment of just how capable the PCs are going to be, as well as the fact that their traits really don't improve so much as vary a bit from time to time as the character's role and/or focus changes.

I've only played it a few times, but it is a very fun system, with a couple of introductory adventures being very good at teaching the system to both players and the GM.

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Also worth to mention...

The game is oriented towards Starfleet. There are, of course, stats for Klingons, Romulans, their ships, etc. but Mophidius has certainly made the game to play the 'good guys' in the form of the Federation. There are a couple of sourcebooks, three of them specifically dedicated to Command, Science and Operations divisions in Starfleet.

A lot of material also sets the timeframe at Next Generation/DS-9/Voyager era, but there are a couple of TOS entries (such as the Constitution-Class starship and its refit and the like). TOS material is interspersed in just about every book, and I found brief mentioning of other timeframes.

The game is very suitable to episodic play (like the series). If one player is unable to attend, and a new adventure is to start, simply change "The Away-team". If you have a new player for a one-shot, use the Starship's Crew Suppoprt to introduce 'minor cast members', people you see once or twice in the series, call them recurring semi-PCs if you will.

@DangerShine Designs

Thanks. I didn't think it was so detailed at all. I didn't even mention character Values and Determination, for example. Or the three things mentioned above When a character has a Value of being peaceful, and she orders a full Photon Torpedo spread to eradicate a couple of Birds of Prey, sidestepping that Value gives the Game Master extra Threat as that "Starfleet ship didn't act the peaceful way they expected, and lethal force in kind is authorized". Sticking to those Values, even if it means you miss out on a good scrap, or you lose something important (such as your ship!), gives Determination, another metacurrency.

But anyways, I'm glad to be of help.

And like I mentioned, there is plenty to be found on YouTube, and that CGA fellow has a couple of extremely helpful videos on the basic rules, metacurrencies, and all manner of interaction the rules and currencies cause.

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An update:

 

Currently I run a Genesys Shadow of the Beanstalk game with friends from out of state. The SotB game has been on hold for a month due to life stuff from one of the players.

 

My Star Wars game is on hiatus at the moment but that had been going over a year. Star Wars was played last weekend and the group nearly saw a TPK; I'm looking to wrap up the story arc in the next 2-3 sessions as my interest in running the game for that specific group is fading fast.

 

I am in 2 starfinder games when the schedules align, also with friends from out of state. We all like rpg and we used to play more often when I was local. It's fun but the NDS is my bread and butter, d20 systems are not my cup of tea, but it's an excuse to talk with friends. I left one of the Starfinder groups due to changing life circumstances and scheduling not lining up. Still in the other one but the scheduling on that one is sporadic.

 

I'm about to guest star in a Star Wars game from out of state, a former player of mine took up the mantle of GM recently. Got to guest star in my friend's Star Wars game and that was super fun despite some audio hiccups through the videochat.

 

I backed the Sentinels of the Multiverse RPG and I'm excited to try that out because superheroes are cool and it's neat to try out new systems even if I inevitably just go back to Star Wars/Genesys. I am planning to start a Sentinel Comics RPG campaign once I wrap up my Star Wars campaign. I am going to keep to a group of 4 players maximum. Backers got access to the how to play and character creation chapters of the book early and I'm hyped on the system's simplicity comparatively to Genesys/Star Wars. The players that are least into crunch will enjoy the lack of complexity and running the game seems like a breeze.

Edited by GroggyGolem

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6 hours ago, GroggyGolem said:

I am planning to start a Sentinel Comics RPG campaign once I wrap up my Star Wars campaign. I am going to keep to a group of 4 players maximum. Backers got access to the how to play and character creation chapters of the book early and I'm hyped on the system's simplicity comparatively to Genesys/Star Wars. The players that are least into crunch will enjoy the lack of complexity and running the game seems like a breeze.

I'm also hyped for this one. Looking forward to running it. I don't care much for their Sentinels setting, though. I'm thinking of using the City of Heroes MMO setting and filling it out with a bunch of my own creations. 

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