#RPGaDay August 21, 2017
If you follow me, then I am sure you are getting tired of my constant #TravellerRPG praise. Sorry, but I just like the game that much!
Sure, there are other rules-lite or “microRPG” or folding-style games that do a lot in a little area, but to me the simple three Little Black Books of the original (now Classic) Traveller are what I think of in a ‘lite’ RPG. Many people apparently don’t realize (or have forgotten) that Traveller was not a setting but a simple core mechanic within a (short) flexible ruleset within which basic setting materials were provided. Like many other RPGs of that era, it was expected (demanded?) that game masters would develop their own universe to adventure in. [For the best discussion of this, see Tales to Astound, TRAVELLER: Out of the Box to the Third Imperium].
#RPGaDay August 20, 2017
With the rise of online publishing and a consumer ‘renaissance’ in gaming, is this really a good question?
From Wizards of the Coast putting items on DriveThruRPG to Fantasy Flight Games republishing older classics; it looks like the consumer has voted (with their wallets) and demonstrated that they will BUY BUY BUY older games.
Speaking of older games…I guess I really am getting old when my classic RPG of choice is now in the Gen Con museum. Just remember – out of print does not mean out-of-play!
#RPGaDay August 18, 2017
Don’t even have to think…it’s Traveller. Started in 1979 with the 1977 Little Black Book boxed edition. I somehow missed the MegaTraveller and Traveller: New Era times. I came back to Traveller in the much maligned (but personally respected Traveller 4). These days I use a combination of Classic Traveller, Cepheus Engine, and Traveller 5.
#RPGaDay August 17, 2017
I tend to collect rules to study game mechanics and not necessarily to play. So I am going to cheat here and change the question a bit to “Which RPG have I owned the longest but not played in forever?”
My answer would be Behind Enemy Lines (FASA 1st Edition, 1982). I last really played this game with my high school friends (i.e. pre-1985). I pulled it out recently as part of my RPG Retrospective but I haven’t “played” it since the mid-80’s. I really should pull it out because it appears that it could be a good firefight generator for several skirmish-scale wargames.
#RPGaDay August 16, 2017
I have a few candidates here; Firefly, Battlestar Galactica, Mindjammer (FATE Core 2nd Edition), Diaspora, and FFG Star Wars. There are two (mostly) common threads amongst all those games. They all use a more narrative game mechanic and they are (mostly) all licensed IP.
Of the two, the narrative game mechanics (Cortex, FATE 3.0 or FATE Core, FFG Narrative Dice) means the games easily focus on story (adventure?) with world-building details coming in a less-structured manner.
Although many of these games use licensed IPs, don’t think that by using these “as is” I am a canon-rigid thinker. I enjoy using the game systems “as is”, but the world-building details and adventures are definitely NOT limited by canon.
#RPGaDay August 15, 2017
Adapting…in what way?
As a tool to use in building (or adapting) a campaign it has to be Traveller RPG, either the Classic Traveller, Cepheus Engine, or Traveller 5. I use bits and pieces of all these games and “adapt” them to my campaign. I find that between the three systems (all closely related) there is actually very little I cannot create for my sci-fi RPG settings (and yes, I use it event to create items in the Star Wars Universe).
In terms of rules that I play around with (i.e. “adapt” to whatever game I want to play) these days it is FATE Core and FATE Accelerated and to a lesser degree CORTEX. I am looking forward to Fantasy Flight Games Genesys because I absolutely love their narrative dice system.
#RPGaDay August 14, 2017
#TravellerRPG, nee Cepheus Engine. No surprise if you have been following my #RPGaDay for 2017. But, not just any version or style of Traveller, but what Tales to Astound calls “Out-of-the-Box” Traveller. This version of Traveller depends on using Encounters as they were originally laid out in the 1977 Little Black Books – as tools for creating the setting, situation, and play. It wasn’t laid out for you in an adventure or campaign arc; the GM created it on-the-fly.
It’s true that such an approach is not exclusive to one game; indeed, I use this approach in my Edge of the Empire campaigns. More narrative-driven games, like FATE Core and FATE Accelerated actually use game mechanics to encourage this kind of on-the-fly creation. But no game does it as well as Classic Traveller does.