Hi! We're currently playing Shadowrun!
2008-09-05 00:29:34
I figure we've got a "worst RPG" list, we should do a "Best RPG"
list, too.
My guess is that most people are going to say D&D because of
its popularity, but I'm not really thinking about popularity here.
So I'm asking people not pick based on your choice's
popularity.
What do you think is the RPG with the best writing, the best
system, and the best setting. You know - the works all together in
a single package.
GAMEMASTER AND PLAYER ELITE
2008-09-05 00:51:14
I would have to say that Shadowrun (3rd) would be the best that
i have come across. This is due in part to the fact heavy setting,
with enough information to boil your imagination out of control.
The realistic but at the same time fluid rule system- from the way
damage is track to how combat phases are run.
Hi! We're currently playing Shadowrun!
2008-09-05 05:09:17
I've only gotten to play 3rd edition once, but I enjoyed it.
Right now, I'm running 4th edition SR, and while I love the
opportunity to dig into that universe again, those rules are
massive and complex. I've gotten used to running WitchCraft, which
is very easy to run.
Show me indie goodness
2008-09-07 17:20:26
Wushu is the greatest RPG for my needs.
It doesn't have a setting, it can be played with any
background.
Writing is clear and keeps to the point (although the Reloaded
edition is better laid out and has more examples)
The system empowers players, reduces GM prep time, encourages
creativity, makes for awesome gaming anecdotes (ask me about the
fight over a parachute at 10,000 feet and falling!), and encourages
everyone involved to concentrate on what is important and gloss
over the tedious.
Gunslinging Grail Quester
2008-09-08 17:09:08
For the genre, I have to say Call of Cthulhu is one of the best
(BRP version). Although I have a complaint with some awkwardness in
hand-to-hand fighting (dodges & parries), I think it's one of
the best for character development in skills, and concurrent
degeneration due to sanity loss. The system is simple, easy to
learn, and NOT level-based. AND, there are 30 years' worth of
supplements out there that *still* work with the current rules set.
Though I have to say, I want to look into Trail of Cthulhu (Gumshoe
system), because it should keep the GM from having to hand out
unearned clues just to keep the game moving...
Honorable mention: King Arthur Pendragon (for quantifying
personality traits and passions as an aid to character development
& role-playing, and for its immersive pseudo-historical setting
that remains true to Arthurian fiction.)
BTW, I hear the new Spycraft rocks, but the modern setting isn't
my group's thing, so I haven't picked it up yet...
All Thieves Are Gay Anyway:
http://www.1km1kt.net/rpg/all-thieves-are-gay-anyway
or maybe Fight Battle:
http://mearls.livejournal.com/123678.html
Show me indie goodness
2008-09-12 18:05:37
Although I object to the pejorative use of "Gay" in "All Thieves
are Gay Anyway", it looks quite amusing.
Fight Battle must surely be the greatest game ever though. I
retract my previous answer, and henceforth I shall be known as
Kal-Elvis (Part Superman, part The King)
D10,000,001 FTW!
Warner Robins gamer seeking group.
2008-09-22 07:02:09
I just got it, but I'm thinking Anima: Beyond Fantasy might be a
good contender. I like to think of it as the love child of Final
Fantasy and D&D. The system's got more fiddly bits than I'm
used to, but nothing too complex. And the various classes, magic
systems, etc. allow for a great amount of diversity. I'm about
halfway through the book and loving it so far.
Show me indie goodness
2008-09-22 19:14:06
Class-based fantasy RPG? What is this, the 70s?
Get with the programme Grandad ;-)
Hi! We're currently playing Shadowrun!
2008-09-23 03:08:47
My personal favorite RPG of the last decade is WitchCraft,
partly because I think it runs on one of the best point buy systems
I've ever seen* without classes, easy to run combats, and easy
math. I love the magic system for its malleability and grounded
underlying structure. And I'm a huge fan of the setting- modern
urban dark spell-slinging fantasy.
I've translated several characters from the 2 years I spent
playing White Wolf games and have found that I write up a full
character sheet for WC in less than 20 minutes.
* Don't get me wrong, Unisystem isn't perfect. The cinematic
version develops a serious "glass ninja" problem at higher point
totals. But even with that issue, it's an incredible system
that deserves a lot more respect and play.
GM, storyteller/method actor player, love writing
2008-12-18 06:33:39
Fudge.
Adaptable by the GM to play in any genre, in any setting, and
for any style of play from hack-and slash to story telling.
Character creation can be a crunch fest or a narrative process.
Simple basic mechanic of 7 adjectives understandable by even the
novice gamer. And if you don't want to adapt it, the text includes
5-point Fudge. For me as a GM who always wanted to tinker with d20
but never could without messing with game balance and who always
wanted to tinker with GURPS build point system but didn't want to
have to figure out how many feet and inches a chasm is to make it a
challenge for my characters with a 15 jump it was like a dream come
true.
The .pdf is free! And the book (which I bought while smitten)
adds a lot but not so much that you *need* it.
Its my pick for best RPG and my pick for most underrated RPG.
-zerfinity
Unisystem GM and Player
2008-12-20 01:25:40
I agree with RobWard I find Witchcraft (Unisystem) tends to be
an excellent system. It's simple while at the same time allowing
for plenty of options. It can be used to run anything from survival
horror, to Sci Fi, to Fantasy.
There are the occasional glass cannon issues, but they don't
come up too often in classic (Although a Psychic with tons of
Mindhands strength can manage it, but that's a choice).
Benjamin would like cash sent here
2008-12-21 08:03:04
FUZION, the imaginary final edition with power/magic rules and
period/genre skill lists.
Long time gamer
2009-01-07 16:24:30
I'm going to cop out and post a theoretical answer to the
question that contradicts what Rob asked. If the game system is
supposedly 'generic' then the setting should be clearly separated
from the rules. If I can use D&D as an example, the default
setting information shouldn't be intermingled with the rules, but
clearly separated so that its easier to tell the rules from the
setting. (Clearly the gods don't apply to every D&D setting, so
why do they exist in the core rulebook?)
An example of this is Savage Worlds or GURPS, where you can buy
a separate rule book and then buy the setting books that you want.
I also wouldn't object to a book that combines setting and rules as
long as I can also buy just the rules in a book by themselves; I
dislike being forced to pick out the setting from the rules if I
want to play something other than the default setting.