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All-Time Best set of Game Mechanics EVER WRITTEN?

I was a big fan the first edition Top Secret rule set (except hand to hand rules)

But there could be a good deal of time and nostalgia making up that desision.

R
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by GypsyComet:
Why? The ability to close the rulebook after character generation (or the most recent application of EXP) and NOT OPEN IT DURING PLAY. And if you do need to refer to the book, the chances that your question will be answered on ONE easily found page are *very* high, regardless of which page that actually is.
Well said. You could have just as easily been speaking about D6 Star Wars.

Sounds like the systems have some concepts in common.
</font>[/QUOTE]It is a growing trend in RPG design, that elegance of design.

CORPS, EABA, and several other games have also shot into that territory.
 
Bond rules for are the best, they combined a quasi task system with a percentage dice. The only thing it lacked was a failure system like MT. Combat, I still remain, a diehard CT fan. When bullets could kill easily and quickly.
 
Original white box Dungeons & Dragons

Sure, it's outdated, but it's amazing to see that by 1975 they had druids, assassins, hit location charts, paladins, and so on. Also, it's a really fast read. The original brown books are so short and full of information, as opposed to most new RPGs that are full of background and nit-picking rules for special occasions.

Amber Diceless RPG

I never thought that a diceless game could work and then I found ADRP. Amazingly simple system that works wonderfully in the hands of the right GM. ADRP can work with lots of different types of campaign settings with only minor tweaking of the rules. For example, setting up a STAR WARS campaign took me just a few minutes of making lists of Jedi powers.

7th Sea "Roll & Keep" system

Very cinematic. Set up where characters can do all sorts of intersting actions. I love the concept of hero, henchman, or flunky where each has simple rules on how they play. R&K makes it easy to run fast-paced combat.

Just my two cents.
 
Originally posted by GypsyComet:
About time. Hero has been that way since 1980...
Like me you must be a long term Hero player.
Sure I can play Hero without the book (at one time I could pretty much create a Champions character without the book) but to the average player it might be a bit much. I have a one page cheat sheet of combat actions that I give my players. As I am the only one with the book - they pretty much have to play without the opening the book.


The WEG d6 Star Wars is a good game except for the d6 Fate Die. No matter how good you are you can still screw up 1 in 6. To me that makes little sense.
 
For a fantasy world, I'm partial to the Riddle of Steel. It takes a bit to get to know it, but then it's quite fun. It really makes you think about combat.

The rules for Talislanta are quite quick and easy to use. You can certainly close the rule book after chargen.

I'm also partial to BRP.

In the sci-fi realm...CT...would be my favorite, although T4 with ample house rules is pretty good too.

NT
 
Originally posted by Marvo:
The WEG d6 Star Wars is a good game except for the d6 Fate Die. No matter how good you are you can still screw up 1 in 6. To me that makes little sense.
That depends on your game master. The D6 Star Wars only gives suggestions on how to handle a "1" on the Fate Die.

What we did was simple: "1" on the Fate Die meant that you loose the "1" and the highest die in your roll. Basically, you lost 2-7 points on your total--just a low roll. That's all.

A "6" on the Fate Die meant "roll another Die and add to increase your total".

So, for us, the Fate Die wasn't that big a deal. And, both of those uses of the Fate Die were straight from the rules, as suggested uses.

I used a slightly harder system for "fumbles" so to speak.

When a "1" would come up, I (the GM) would roll 1D.

1-3 = Add up normally.
4-5 = Loose the "1" and the highest from your total.
6 = A complication. A fumble.

Given that, it was rare that a real fumbled occurred.
 
Just to explain my own choice (B/X D&D, but I guess it might as well have been White or Bown Box, never having laid eyes on them):

After 25 years I've realized there can be great virtue to an RPG that does not have a skill system. With a mature group, in which moreover everyone is on the same page, the game just flows.
 
I don't know about best ever (so many systems, so little time to play) but at the moment I'm enjoying the Warhammer Fantasy Roleplaying System. I've houseruled it into a modern/future system (with considerable input from 2300 and TNE/T2K) which isn't as crunchy as D20 and playable with little reference after character generation. Still ironing it out.

As a stand alone fantasy system it's top notch though.
 
Current personal preference: GURPS 3rd ed. with a few mods (sorry for the pop-up ads, site will move) for streamlined, easy play that bring us close to 4th ed. Why not 4th, then? Because we have gotten used to 3rd with the mods and we don't think the differences to our game are that huge, works for our group since several years for both a fantasy and a Traveller campaign.

I have been GMing WEG's Star Wars D6 (revised, expanded and slightly modified) for about a decade and I think it is an easy yet elegant system that goes well with the pace of the setting. I especially liked the Force/character point system that allowed players (and important NPCs) to try extraordinary things once in a while, player empowerment is a nice touch when it works with the group. We used about the same house rule with the botched Wild Die like Supplement Four.

I did not like the basic Traveller rules that much but that is just me - I am a setting whore and if the rules do not stand in my way for either my style of play or my preferences as a GM I will probably try and use them.
 
As a shameless plug here: I'm running a Star Wars d6 game on Fantasy Grounds (Sunday 8pm BST [timezone GMT+0]). You can check out the game in the Game Calendar - here - although you may need to register first. PM me if you are interested.

I don't use the wild die by the way. I also have an interesting take on the Dark Side points and Force Users. Light Side force users can use accumulated dark side points as additional dice when making a roll. Of course, they get an additional dark side point for this.
 
Yup, WEG d6 Star Wars. Sublime bit of rules, and entirely appropriate to the setting. Not really used D20 SW, though I've looked at it. Having played KOTOR and KOTOR II tho, I'd say it's pretty much DnD in space.

Always did have a soft spot for MERP and Spacemaster, despite the endless tables...
 
Originally posted by Klaus:
Yup, WEG d6 Star Wars. Sublime bit of rules, and entirely appropriate to the setting.
And derived, I believe, from Ghostbusters which was a bit of contract work rule writing by Chaosium for WEG.

But again - Ghostbusters: good rules, easy to play, appropriate for setting.
 
WEG's 'Torg'.

Cinematic, easy, fast, rich, dynamic.

Loved 1st ed. Top Secret, and Classic Traveller, but Torg was close to my heart 'cause my cousin was a writer for WEG and the flexibility of the system made for some extra-lovely gaming.
 
Fudge

Pretty simple, self-speaking, special (because of the dice), curved propability distribution, pretty good adaptable to the task system.

Very good if you want to play a rules light game...
 
Tied between WEG's Star Wars D6, White Wolf's Storyteller and Guardians of Order's Big Eyes Small Mouth (or TriStat).

Crow
 
For playability, I have to go with Classic Traveller, White Wolf's Storyteller system, & Teenagers from Outer Space.
 
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