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Pen & Paper RPG's

 
  

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sine
07:26 / 23.06.05
There can be no doubt: Nobilis is a triumph of the human spirit.

Okay, maybe not, but it is really, really, really fucking awesome - and I don't pull out three of those babies too often. If those of you who haven't encountered this game yet are wondering if this post will just be a shameless drooling plug...yeah, it will be.

Print run production values, at least of 2nd ed, remain unmatched; finally, an RPG I've been proud to have on my coffee table when my non-gamer academic friends come over and all the Dragon magazines must go upstairs to their little shelf.

Mechanically, the game isn't seminal (weird - I wrote seminary) but does an excellent job of being just obtrusive enough to spice the pot and just transparent enough to get out of the way when I'm trying to tell the story.

Conceptually, it stands alone as the only successful take on the "gods" theme out there - one need only compare it to the "competitors" to make this utterly clear (the risibly IMPENETRABLE The Primal Order springs to mind as a game with too little myth and too many quadratic equations). If you happen to be a GNS strong-Narrativist, take this bad girl out for a spin - woo boy!

And the writing is simply divine. However, I admittedly do have a weakness for magic-realism in nanofiction.

In sum, this game is so far head-and-shoulders above most of the orc-and-pie publications that thud into the hobby shop every year that the bar has been permanently raised by its very presence and designers will be hard-pressed to exceed it. Full marks.

So one wonders why I can't seem to get my players into the idea of actually playing it. Maybe I oversold?

I've run Unknown Armies a couple of times - what's your beef with the magic system?

Hmm. Good question. Well...


I guess I have no serious issue with the basic mechanics. I ran CoC for ten years, and I've always praised percentile systems for their intuitive, unencumbered speed. I think the flip-flop is a clever conceit. I like cherries.

There are many things I love about this game system: the modern-obsessions-for-modern-magic trope; the narrow rather than freeform scope to magic; the freeform rather than narrow scope to skills; the transgressive-as-burglar versus archetypalist-as-con man distinction in play; the incredible madness system. I could go on. This game throws in handfuls of grit even when things go cosmic, so you could actually scale up over time from the alley-eye view to a high level campaign without fear of things devolving into a bad run of Silver Surfer(forgive me Mage, but I'm looking at you here).Yet they left it blurry enough so you can set the dial on how powerful magic is in your game. All good.

I just feel like when you take everything this game has going for it, the whole elaborate postmodern paranoid surrealist Jungian metaphysic thing, the magic mechanic just feels so damn...Flat. Unmagical. Ultimately I felt that the same smoothness percentile resolution lent to mundane tasks backfired when the subject was meant to be portrayed as mystical and awe inspiring and more than a little disturbing. Not that you can't add that stuff back in, but I'm a vocal proponent of "System Matters" and I've seen other systems that handled that angle better somehow.

In some ways, Mage did aspects better (if you enforced paradigm strictly enough to keep the characters from slipping into using mechanics as the lingua franca of their Arts and prevented dot-blitzing across the Spheres leading to "everybody can do everything"); Sorcerer (the Ron Edwards game) did some aspects better; and, for the game's roots in Last Call by Tim Powers I've never seen a better system than Christopher I. Lehrich's Shadows in the Fog: even in its totally unfleshed form, his Tarot-based system rocks UA's d% bones hard.

In the end it doesn't matter of course. I love this game enough to use it and I've been playing for enough decades now to be able to rip it apart and rebuild into something I feel works better. You could glean some clue of where I'll be starting to salvage my replacement parts from the partial list above. I just can't help but feel a vague disappointment that Stolze and Tynes didn't bring the same vibrancy to the magic mechanics as, say, the madness system.

There: you asked me the time, I built you a watch.

However, as for the gun obsession goes, I'm all for it. I love the idea that the baddest of badass warlocks might buy it when his girlfriend finds out he's been banging her sister on Tuesdays and puts a .22 round through his brainpan while he's on the crapper. I really dig that unlike Mage, where a competent PC confronted by a mugger can melt off the guy's face before he can even blink and soak the paradox bruises on the way to buy more smokes, a PC in this game should be very afraid any time heat comes into play...just like real life. And frankly, I would be thrilled if my games of this frequently escalated into early Tarantino-style with all the players betraying each other and ending up warily circling with magnums drawn waiting for someone to flinch. For me anyway, Obsession + Paranoia = Blood Opera.

Oh man...I gotta start cutting back on my post lengths.
 
 
invisible_al
21:09 / 30.06.05
Don't you fucking dare
 
 
invisible_al
13:54 / 02.07.05
Have you heard about the new edition of Mage, it's got Greg Stolze as one of the authors and Kenneth Hite (of Suppressed Transmission fame) is writing stuff for the supplements.

I've always liked Mage, was one of the best games I've played and was definately the most mind expanding one. Only game in which philosphy and metephysics are actively important. It also sounds like they've jettisoned some of the more 80's concepts, like the big brother stytle technocracy or the cyberpunk Virtual Adepts (dear god they were crap, I played one and it was damm difficult to make him interesting and not virtual boy and his amazing computer..).

Also hope they've kept the Umbra, as travelling through the human races collective unconcious was always a lot of fun. Want to discuss terms with the embodiment of the concept of war, go right ahead .
 
 
Evil Scientist
09:43 / 06.07.05
Hi Sekhmet, why such a strong reaction?
 
 
Sekhmet
01:28 / 11.07.05
Oh, hi... Er, just because when one is playing Werewolf, the Fomori are the bad guys.

To put it very simply, I went a bit far internalizing Werewolf during a certain period of my life. (I can - or could, at any rate - recite the entire Litany, for example. Bit scary.)

Just expressing my dismay that my (involuntary) reaction to the idea of someone playing a Fomori, even now, is "eergh ick BLACK FURY SMASH!!"



(And in other news, I'm playing D&D as I type this. I am teh geek princess.)
 
 
Bastard Tweed
06:49 / 11.07.05
Don't worry about it Sekh; one of the women on my writing team actually played the first WhiteWolf werewolf and she can get a bit silly about it too.

Even though a mage has it SOOO much better than a werewolf. Pff.
 
 
Evil Scientist
10:25 / 11.07.05
I would have loved to play a Werewolf chronicle, but my Players found the overwhelming eco-message a bit heavy, and I thought it'd spoil the setting to just let them be a ronin band of wolves carving up everything in site.

Fomori seemed ideal for what they wanted (ie oodles of violence and mayhem). However it got real old real fast for me as they rampaged off after yet another police station to get more weapons.

Luckily I discovered WW's superhumans game, Aberrant, which has a good strong background and plenty of potential for roleplaying as well as super-brawls. So we're all a little happier now.

The end of our Fomori chronicle was the first time I realised that the GM needs to be entertained as much as the Players. So I make sure I have as much fun as they do now.
 
 
Quantum
13:20 / 12.07.05
Why is it that after a while playing RPGs good players and storytellers gravitate to Mage (but hate the background) Unknown Armies (but hate the system) Nobless *SORRY!* Nobilis and In Nomine for the production values?

What do those sort of games have in common? Why did CoC fall out of fashion?
 
 
Axolotl
13:37 / 12.07.05
CoC, while great, had the problem that your character had a tendency to either die or go rapidly insane, which while an essential part of the Mythos did often tend to put players off. However that could have just been my players as they generally gravitated towards the hack & slash style gameplay.
 
 
A beautiful tunnel of ghosts
14:44 / 12.07.05
For me, as a player the thrill of playing CoC - when it was run well - was largely that your character might not survive the investigation long enough even to discover what was going on, and the changes that your character would endure if they survived resulted in accelerated development - sometimes playable, sometime unplayable.
 
 
iconoplast
15:35 / 12.07.05
Quantum, you forgot Ars Magica and Castle Falkenstein. In terms of boutique games.
 
 
Quantum
10:03 / 13.07.05
...and Paranoia, Traveller, Cyberpunk 2020, Warhammer... but I wonder why people gravitate toward more freeform systems as they age?
 
 
Evil Scientist
13:18 / 13.07.05
When I was at school we used to do a totally freeform rpg which was christened "Bill". The GM had the last say on the rulings although you could argue your case. The game lasted for almost ten years before fading away, as games often do.

These days most of my rpg group (all ex-Bill players) find that dice keep the game balanced. As much as we loved freeform, it did lead to some of the most bitter arguments of my young life.

Out of interest, who does everyone prefer to play good guys, bad guys, or selfish mercenaries out for number one?
 
 
sine
16:04 / 13.07.05
Why is it that after a while playing RPGs good players and storytellers gravitate to Mage (but hate the background) Unknown Armies (but hate the system) Nobless *SORRY!* Nobilis and In Nomine for the production values?
What do those sort of games have in common? Why did CoC fall out of fashion?


It didn't. I love that game. I've had an ongoing campaign running for 12 years, and participate as a player in an annual summer "Cthulhu-Week: seven days of doritos and stark fear". I believe this year's game is set in 'Nam.

But I do dig on those games you mentioned - now, mind you, I still play sickening heaps of d20 - and I collect but never play things like The Adventures of Baron Munchausen - but those other games represent the opportunity to tell specific kinds of stories, namely, modern fantasy. No other systems do modern fantasy well, and modern fantasy is simply closer to home and therefore more exciting in some ways than Tolkien-esque fantasy (as I believe, real-world historical gaming ala Ars Magica beats made-up but detailed gaming ala Forgotten Realms). One could use d20 Modern, but I find it hard to shake the D&D vibe. And CoC is a great game, but the themes in it are narrow - meaning it does Lovecraft like a laser, but isn't good for other forms of modern fantasy without heavy overhaul (to some degree I could contend that Unknown Armies is that overhaul.)

I could go on at greater length, but I think that's the crux. Modern Fantasy. As a GM, such games are a dream...the setting is already intricately detailed, the players are familiar with most of the mundane aspects, you can reference famous figures without a long explanation, and there are fewer moments of intolerably corny dialogue. Everyone knows how to act. Plus, car chases. A close friend of mind and fellow GM once remarked of his degree that "most stories break down if you know too much, but History is a story that gets more interesting the more you know". With burden of creativity lifted from the GM and the players, the focus can return to the magical worlds, to characters and relationships, to storytelling.

Why freeform? I can't speak for everyone, but as I've gotten older I've become less interested in the pure crunch aspects of running a game. As a player, sure, stacking modifers into the clouds of invulnerability is sometimes fun, but as a GM, my interest is in creating a positive play experience, and for me that means that the choices of the PC's are always more important than the mechanics, and the requirements of the tale are more important than adhering to the book listings. Once I realized I was ignoring rules, only pretending to roll the dice half the time, and virtually never making numeric listing of any kind for my NPCs and monsters, freeform became a natural drift.

I dunno...that's me.
 
 
Quantum
18:32 / 13.07.05
sine- great post, I have to agree! Love that you called the perfect game 'Bill'

Out of interest, who does everyone prefer to play good guys, bad guys, or selfish mercenaries out for number one?
Bad guys. Preferably with chaotic magic and some really fucked up personality flaws, black armour and some henchmen... thus I like GMing, dreaming up villains for heroes to defeat.

Really my favourite characters are like Bob the one-eyed beggar, all character no skills.
 
 
Withiel: DALI'S ROTTWEILER
19:07 / 13.07.05
I've only really had the chance to play vaguely-Forgotten-Realms DnD, with a reasonably conservative playing group used to Baldur's Gate-type games. Which lead me to rather gravitate towards the "mad bastard" archetype - behaving in entirely inappropriate and reckless ways in order to galvanise the other characters into doing something about the situation. Which resulted in scenarios such as the one where my (half-elf) character somehow managed to convince the leader of a Drow prisoner of war complex
1) That my character was a brave Drow warrior, polymorphed into a half-elf with pernicious magic.
2) That I'd previously left my extremely expensive magic armour there, and could I please have it back.
3) That he should release his human prisoners to me in order that they be returned to the Underdark.

Whilst GMing, I am a devoted follower of the "funny voices and stylistic tics = character" school, and favour custom settings where the players are as inexperienced as their characters - something difficult to achieve with the Forgotten Realms. My favourite was an adventure based around a town that was composed of two enormous houses opposite each other on a road, one being the Biggest Pub In The World, the other the Temple of the Puritan Clockwork-Worshippers. And there were flying cyber-goblins.

Is Unknown Armies worth acquiring in sourcebook form, then?
 
 
sine
06:54 / 15.07.05
Out of interest, who does everyone prefer to play good guys, bad guys, or selfish mercenaries out for number one?

Depends on the game. Honestly, I'm a sucker for moral gray: lustful paladins, practical zealots, selfish mercenaries who persuasively argue their Darwinian philosophy...
 
 
invisible_al
07:08 / 15.07.05
Martyrs every time . I love nailing myself to a tree for causes in games. Oh yes nice guys who have a tendency to beserk when pushed too far are another staple for me.

Hmmm this could have a thread to itself, Zo then tell me about you character?
 
 
Sekhmet
13:11 / 15.07.05
Good guys. With quirks to add interest (ditziness, snarkiness, odd backgrounds, etc). Simply because every time I try to play anything else, I fail miserably.

DM: What was your alignment again?
Me: Uh... chaotic neutral...
DM: You realize you're acting like a paladin again?
Me: (*hanging head*)... well...
DM: (*changes my character's alignment to neutral good*)
 
 
unheimlich manoeuvre
13:45 / 15.07.05
Why is it that after a while playing RPGs good players and storytellers gravitate to Mage (but hate the background) Unknown Armies (but hate the system) Nobless *SORRY!* Nobilis and In Nomine for the production values?

What do those sort of games have in common? Why did CoC fall out of fashion?


CoC fell out of fashion? I still love it. It's great to play a game where surviving is all the development you require. Cthulu was usually reserved from those free weekends when the regulars could get together. These are becoming increasingly rare as people settle down.
As I've harped an about upthread, one of the reasons I adore WFRP is because it's stayed true to it's CoC origins. Unspeakable, unstoppable Chaotic horrors. Anyone played "Shadows over Bogenhafen"? Castle Wittgenstein in Death on the Reik is horrific.

Saying that an email game of Nobilis started recently. I don't have the time to PC but I may NPC if I can.

Out of interest, who does everyone prefer to play good guys, bad guys, or selfish mercenaries out for number one?

Where's the fun in being bad? I have a tendency to ham up the naive honest country boy. The world is a dark morally grey place. I roleplay for escapism.
 
 
invisible_al
14:57 / 17.07.05
I can only cope with so much soul crushing horror at the end of beyond . CoC does what it does, HP Lovecraft horror, and it does it very well but I think you can have too much of a good thing. It's still got some amazing ideas left in it, Delta Green, Hastur Mythos from Delta Green:Countdown for example. But It's the kind of game I can only play occasionally.

I'm also being reminded why I get annoyed with the World of Darkness every so often. I'm playing in a neonate campaign in Vampire and after a while the social structure and general grimness just gets to you. That whole, aha young vampire you're fucked but here are a lot of older vampires come along to order you into situations where you will become even more screwed until you characters will eventually become unplayable. *sigh*

Ok it's probably not that bad but straight WOD with it's 'players actions shine brighter in the dark' rational never seems to work out that well. Most vampire games I've been in have been a study in Entropy, good once or twice but after a while I yearn for something a bit more hopeful and contructive.
 
 
Quantum
09:38 / 19.07.05
Vampire Sucks, Werewolf Bites, Wraith is insubstantial and Changeling is just silly- Mage is Magic!
 
 
azdahak
04:57 / 20.07.05
Haven't been here in a while so it's nice to see the new gameforum. In the OP Tom asked what we're currently playing/reading and my answer to that is quite a lot actually. I'm a player and occasional GM for our Ars Magica campaign set in the kingdom of Polotsk (Belarus today) which have endured for three years on an almost weekly basis. I love the fifth edition of this game and it's one of my all favorite games.

I'm also playing and loving WHFRP2 and is two sessions into The Enemy Within (we're having a pause for the summer).

I play D&D 3.5 in FR some saturdays mostly for the nostalgia and to get some more traditional fantasy.

Almost a month ago since Arcon, which is the local gaming convention here in Oslo. I arranged and GM'ed White Wolfs Adventure! (storyteller version of course) which was set in Oslo in 1932.
I also GM'ed Matthijs Holter's excellent game of norwegian folklore Draug. Set in Norway in 1801 the game mixes folktales and reality in an exiting blend, the rpg.net review..
Also had a chance so play 7th Sea for the first time which was quite fun. It made me nostalgic for my old L5R campaign since it (mostly) uses the same system.
Currently reading: Legend of the Five Rings third edition. What a beautiful book! Seems to take the best things out of first edition and streamlining it.
HOT
 
 
Evil Scientist
11:58 / 26.09.08
Has Evil Scientist sold out?

I'm using d20 and liking it.

Wait! Let me explain!

After years and years of superhumans and conspiracies things were starting to get a little stale on my Aberrant campaign. I'd made a stab at world-building a setting about forty years ahead of the one presented in the books and it was okay, for a while. But it really started to feel like same-old same-old. Week in week out. Bit of a chore.

Then recently two of my regular Players dropped out for a while so I suggested to the remaining ones that we switch over to a different system for a while. The general consensus came back that they wanted to do a Star Wars campaign. That's cool and groovy as I have the old West End Games corebook and a few sourcebooks left over from my teen days when I collected rpg books even knowing I was never going to run half of them.

Couldn't find the corebook. Bugger. Must have chucked it in my Parentals' jumble sale box at some point.

Had myself all worked up and in the mood for a bit of the old blaster action too, Lucas-slut that I still am (even after Attack of the Crappy Prequels).

So I channelled that greasy surly Teen Scientist of days gone by and set out for the nearest Gaming Shop.

Saga Edition...oohhhh!

Despite all of my criticisms of the d20 system this tweaked and smoothed out version (currently also being used in a similar version in AD&D 4.0) allows for a really smooth playing system. After years of rolling numerous d10s it takes a bit of adjustment to rolling just one d20 and applying the bonuses, but I do like it.

The character creation system is pretty straightforward. Five basic classes (Jedi, Noble, Scoundrel, Scout, Soldier) each with a variety of talent trees to allow fine-tuning of the character into whatever the Player wants.

The starship combat system does something I've not seen in many rpg's which is to give everyone a chance to do something. In my experience, if everyone's travelling in the same ship most people have to sit back and let the pilot do all the rolling. Here the pilot's rolls get boosted by a co-pilot PC rolling to support them. Gunners do the shooty shooty (and other PCs can roll to boost them with "tactical information"), meanwhile failing shields need to be bolstered by rolls to re-direct power reserves.

It's pretty damn sweet.

The system for Force powers is much better than the West End Games version. Get the feat Force Sensitive and you can do a few little tricks (get a bit of a sense of whether something you do will have good or bad consequences in the next 10 minutes, one-word telepathy, etc). Get the Use The Force skill and you can pull all that flashy TK. Get yourself the Force Training feat and you've got some powers too.

As you might be able to tell, I'm really excited. We've been playing it for a month now and have had more fun and giggles than we've had in a long time.

Which is all a GM could want.
 
 
Captain Zoom
02:25 / 27.09.08
I'm currently running a Basic Marvel Super-Heroes campaign for some friends where they're playing villains circa 1985 Marvel U. It's more challenging than you might think.

We've recently hit basic D&D, right from level 1, Call of Cthulhu, and an abortive attepmt at Living Steel, which, if you don't know of it, has the most detailed damage system I've ever seen.
 
 
Evil Scientist
04:00 / 27.09.08
I'm currently running a Basic Marvel Super-Heroes campaign for some friends where they're playing villains circa 1985 Marvel U. It's more challenging than you might think.

Challenging? How so? Is it the system?

The mid-80's is a good time for some Marvel craziness. The Secret Wars, Spiderman in his black costume, the Mutant Massacre (and the best iteration of the X-teams until recently).

Do any of your Players wear power-armour? You're only three years away from the Armour Wars at that point (Iron Man out reclaiming the stolen Iron Man tech from every government, hero, and villain that uses it. I wouldn't put it past Stark to hire some villains to do some of his footwork for him. (Assuming you wanted to tweak the timeline a little).
 
 
hachiman
23:16 / 28.09.08
Its ok guys, the rest of us wont report you for using teh evil of d20

Myself, just wrapped up a long and politically complicated Legend Of The Five Rings campaign i called "Saiban Blue"['Saiban' being japanese for Justice]

The players were magistrates(Effectively, in the Faux-Japan is Rokugan, they were judges and invetigators] policing a city that contained the remnants of the previous ruling dynasty, and as officers pledged to uphold the status quo they were often at the centre of all sorts of political shenanigans, as the Prince and his Grand Vizier started scheming to start a 2nd civil war to retake Rokugan.

Its kind of weird, i'm renowned among my circle of fellow rpg enthusiasts as being the "Bruckheimer" of DM's, but this campaign turned into all sorts of complex roleplaying, as the various characters all interacted with the city and its citizens.

It started out as Ninja Scroll meets Terry Pratchett's Nightwatch, and the players really seemed to get into it and things grew more complex. The Players were a mixed group from various clans, 3 "ninja" from assorted factions, and 2 duelists and a spellcaster, all with often completely irreconcilable agenda.

But it worked. The ninja players became "Bad Cops", using their position as a bloc to enforce a mutually acceptable status-quo, while the more morally upright crew kept to the straight and narrow. The players were all aware of their various OOC agenda, but roleplayed things beautifully.

Adding some major supernatural external threats gave the group a reason to work together at key points, but the politicking never stopped.

Eventually i burnt out at DM, and we wrapped things up in "Armageddon" fashion, but the players got to accomplish significant pc plot points, and things got dealt with.

As DM, i'm still coming of the experience, it was intense. I statted out and wrote up character descriptions and histories for something like 180 characters, some of whom only tangentially influenced the pc's lives. I worked out economic and political causes and effects and tied it to the big supernatural bogeyman i used, and worked out a timeline for 50 years that i was happy with to use.

Alot of it came from sources available from the setting, but all the work on integrating it was on us , and i'm quite amazed that the players got into it and contributed so much, like character histories and hooks that worked so well. I think it was probably the best camapign i've run so far, and it wouldnt have been possible without my players.

Wow, glad i got that off my chest.
Sorry , back to your regular thread now.
 
 
Evil Scientist
06:56 / 29.09.08
I statted out and wrote up character descriptions and histories for something like 180 characters, some of whom only tangentially influenced the pc's lives.

That's hardcore GMing. I tend to only stat out the main characters in full and use "templates" for the bit-part NPCs.

We're doing well at the moment with Star Wars. The campaign is a riff on The Stars My Destination. The PCs (a Noble, a Soldier, a Scoundrel, and a Scout) were hired to rip off a shipment of spice from the local Hutt Crime Council. They were then abandoned on a primitive world off of the space lanes by their mysterious employer for reasons unclear.

Fortunately they discovered an ancient temple with an Old Republic space freighter parked outside. Now they're back and working for the Hutts going undercover as space pirates (like pirates, but in space!) to try and track down and capture their adversary.

all with often completely irreconcilable agenda.

Yep, sounds like my group.

I've set it a year after the events of A New Hope and warned them that getting Force Sensitivity is a good way to bring the Empire down on their heads.

Three of them got Force Sensitivity as soon as they could.

(sigh) Players.

Now it's a race to see who can get Force Lightening the quickest.

I should change the title of the the campaign from "Bring Me the Head of the Celestial Rancor" to "Here come da Executor".
 
 
Jackie Susann
20:30 / 23.02.10
Can anyone help me with a D&D question? I have an idea for a campaign and I am pretty tempted to get a set of the core rulebooks and round up some players and go at it. But looking around online I am getting more and more confused about what books I actually need to play the game and what's the difference between 3.5 and 4 and if the whole thing is just going to be too expensive and complicated, and maybe I should try and play more before I try DMing. I basically don't know anything about RPGs except I played D&D with some friends maybe five times a couple years back. But I am pretty much a jump-in-the-deep-end type so I mostly just wanna know what books I should buy.
 
 
unbecoming
14:17 / 25.02.10
Hi

Version 3.5 is basically just like version 3 with a few changes but 4 is a completely different, new version of the game. so 3 and 3.5 are broadly compatible but 4 not so much.


Personally i prefer 3.5 because it still resembles an rpg, whereas 4 to me seems a bit like an elaborate board game with an optional board.

You tend to be able to pick up the 3.5 rulebooks on amazon marketplace fairly cheap- the core rulebooks would be the Player's Handbook, the Dungeon Master's Guide and the Monster Manual.

TBH, of all the available systems, D&D can be a bit rule heavy ("right, now you roll to see if your attempt to grapple is possible---it is. Right now roll to see if you successfully grapple..."and so on) there are always open source alternatives available that are alot simpler to consider.
 
 
Evil Scientist
11:07 / 26.02.10
I basically don't know anything about RPGs except I played D&D with some friends maybe five times a couple years back. But I am pretty much a jump-in-the-deep-end type so I mostly just wanna know what books I should buy.

Arkady's on the money with his suggested list. That'd get you rolling.

Are you planning on world-building or using a pre-constructed setting? I'm not that into the fantasy genre of rpg but I understand that Forgotten Realms is pretty good.

I agree with the rules-heavy comments too. I run a Star Wars rpg using the WotC d20 rules (and I imagine it's not dissimilar to D&D). Although you do have a ton of support material to use I do find myself having to make copious notes on what the various feats/talents an npc possesses actually do.
 
 
Jackie Susann
00:54 / 10.03.10
OK it just seems ridiculous to me that I need to buy a minimum of three books to play the game. Are they trying to drive away new players? Arkady, can you suggest some open-source (or other) alternatives - just want something fun, reasonably simple where me and buddies can get together once a fortnight and act weird or whatever.
 
 
Haus Of Pain
07:41 / 10.03.10
So, are there any particular games that deserve a mention?
 
 
Evil Scientist
09:34 / 10.03.10
OK it just seems ridiculous to me that I need to buy a minimum of three books to play the game. Are they trying to drive away new players?

That's fair enough. If you're willing to put the time in yourself and do a bit of world-building then all you'd need would be the corebook. I think that the Monster Manual and Player's Handbook are things that would be useful if you don't have the time to make up opponents yourself.

I was never a fan of GURPS (Generic Universal Role-Playing System) myself but the corebook for that gives you the rules for the system.

Arkady, can you suggest some open-source (or other) alternatives - just want something fun, reasonably simple where me and buddies can get together once a fortnight and act weird or whatever

Something like Paranoia perhaps?

Or the Buffy/Angel roleplaying games. As I understand the corebook for either of those are more than enough to get you rolling on a modern horror style setting.

So, are there any particular games that deserve a mention?

None that would interest a hard-nosed man of the people such as yourself.
 
 
Haus Of Pain
12:35 / 10.03.10

I'm under the impression that not being able to show affection is considered manly in many quarters.
 
  

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