Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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On a 0 to 10 scale with 10 being Screeching Sjw harpy how would you rate the FF Star Wars Rpgs?
About a six maybe 6.5, they feel more like they were supposed to be a tabletop miniature game more than a rpg.
 
Honestly my only experience was Edge of Empires, but I did like how that one worked. Out of the older stuff, the Saga version seems easier for people to get and didn't rip off MMO art like West-end did.
 
I'm a big fan of the new Star Wars system. It does a good job of cinematic stuff, balances Jedi/non-Jedi decently well, has a fair number of roles for people in space combat so half the party isn't sitting around doing nothing while one person makes all the rolls, my only complaint is that the resolution system can put a burden on the GM when the dice come up with something like eight successes and a crit glitch. So... uh. You did great, buuuuut um. You explode too?
 
I've played it before for their version of Deadlands, it's... okay? I don't really feel strongly about it one way or the other, it does its job decently well. The one really nice thing about it is the fact that there are dozens of settings that use it.
 
Anyone else here play Savage Worlds? It's my favourite system because I'm lazy.
Played both a fantasy setting, and the Rifts adaptation. Mechanically it can be slow to get used to, but once you've got your feet under you it's got good flow. Exploding dice successes can make for some hilarious moments, too.
 
I love Basic D&D, in all of its forms.

BECMI/Rules Cyclopedia (and its OSR clone Dark Dungeons) is the most complete and versatile due to the sheer amount of content in the core rules alone, and when you include the supplemental stuff like the Gazetteers, it's even bigger and encompassing.

Even if you don't use the default Mystara setting (which I don't) there is plenty of material for your own campaign worlds as well.

Even the older versions of Basic like Holmes and B/X are awesome too.

While Rules Cyclopedia is the most complete version of Basic D&D, Holmes Basic is actually my favorite of the three different iterations.

Holmes has a lot of the cool early weirdness that OD&D White Box has, but it has a lot more mechanical clarity and is overall more user-friendly. If I remember correctly, it was written by J. Eric Holmes, a medical doctor in California who wanted to clarify and simplify D&D so he could better teach the game to his son.

Holmes Basic primarily draws from the OD&D White Box rules and Supplement I: Greyhawk and streamlines it into a basic and easy-to-play RPG.

The only real drawback is that it only went to Level 3 because it was mainly meant as a promotional tool for Advanced Dungeons & Dragons, which was being developed at the time of the release of the Holmes set in 1977. However, it was so popular that TSR realized that they could keep it as its own separate game line without having to rely on AD&D, hence B/X and BECMI/Rules Cyclopedia.

Thanks to the OSR, you can play Holmes D&D well past Level 3, both with the free Fan Expansion or with the published OSR clone game Blueholme.

Holmes has that cool early gonzo feeling similar to OD&D, and the campy artwork of the original rules really help sell that. There are also references to unusual character concepts outside of the core classes, such as Samurai, Centaurs, Witches, and even space aliens.
 
So our group had a go at new VtM and I gotta say, I'm a fan. I like the new additions and the refinements of the old. It feels a lot like playing the original VtM socially but my only gripe is that letting 6 and above be a success means you don't fail as much. I think we only has about three in a good 2 sessions of long play which seems low.

Also Dominate is super OP again. My character can literally just Dominate his way through mortals to get anything.
 
So our group had a go at new VtM and I gotta say, I'm a fan. I like the new additions and the refinements of the old. It feels a lot like playing the original VtM socially but my only gripe is that letting 6 and above be a success means you don't fail as much. I think we only has about three in a good 2 sessions of long play which seems low.

Also Dominate is super OP again. My character can literally just Dominate his way through mortals to get anything.
I legit don't get why this is a concern, given that the old storyteller system was pretty generous with successes too given what the dice pool pumps out. Since you're also talking about a Modiphius product, the ST should remember a few details:

1. 20s mean something unexpected (leaning towards the bad side) happens.
2. You have a fuck-the-player point system that you can spend to make things hairier. It's easy to regain too. Players have a fuck-the-st system that is similar.
3. Certain things are harder and thus need more successes with just 2d20 (unless you spend momentum). Dominating a stupid human? 1d20 or 2d20. Dominating a vamp? Maybe 3d20. Standing in sunlight? 5d20 or die per few seconds.

By the way, the John Carter core rulebook they made is amazing; I really like the renown features, the care it has in detailing the setting (which is also good for the majority of people that ain't ever read the Barsoom series), and little nods like how if you know something, you can always be expected to be hypercompetent (like in the books).
 
I actually had a pretty good time with the Pathfinder playtest game. It helped that most of the people at the table were new to Pathfinder in general and weren't concerned with "gaming" the system. Just glad I found an IRL game after all this time.
 
@Lackadaisy I mean played Savage World in my area, not on the site. Here it's either D&D 5th Edition (or any new edition) or Pathfinder, though Pathfinder seems to be rare now days. No other game is played for more than a single session. Older games like AD&D are played by closed groups who are fine with blogging about the game but never allowing new players in. These sort's of people have been in their groups for decades.

I used to play Star Wars Saga a lot with a damn fine group and was one of those rare times I got to play a game that wasn't D&D or a D&D clone.

There's no tabletop WoD games either, people prefer to LARP that shit and here it would make Spoony's game seem tame as their are people who don't seem to understand you're "Roleplaying".
 
So got a lot of my gaming stuff completed today, apart from fine tuning the classes and the stuff I add to my adventure after. I had a gamer friend look over the classes, I made, and he gave me some pointers on what to add, discard or change which I will be doing in detail after the official meeting for my boy scout adventure this wednesday and some vacation stuff this weekend
 
I would love to one day either play or run a game of RECON.

I own the PDF of the original corebook, but I haven't read it in-depth enough to have memorized it.

Alternately, I'd like to make my own tongue-in-cheek OSR-type game with a Cold War military and paramilitary theme, inspired by stuff like Soldier of Fortune Magazine, campy Men's Adventure paperback novels of the 70's and 80's, some of the old Chuck Norris action films from around that same time, and similar fare.

Think OD&D if it were made by mall ninjas instead of Sword & Sorcery fans.
 
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Within the next 48 hours I should have my new hard drive to archive my files then I get to start moving and renaming 10's of thousands of pdfs, ebooks and mobi's. After that I can start getting more RPG books and other books.
 
Two fairly obscure RPG settings that I'm fond of are Renegade Legion and Buck Rogers in the XXVth Century.
 
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