Post by oninowon on Feb 25, 2007 2:24:41 GMT -5
My preference is of rules medium RPGs. I really enjoy the amount of rules found in such games as D&D 3.x. The heaviest rules set I have is SpyCraft 2.0 (although RIFTS might be up there too).
Ever since college though, I had very little time for role-playing. I've started eyeing rules lite RPGs more. I finally gave in. My first purchase of such was MURPG. I ran it using a converted V&V adventure module. I had a blast despite one player. The conversions were very simple and it was actually really fun playing the villains and not a chore.
I then discovered Savage Worlds (SW). I kept passing this by despite the rave reviews because I already had a somewhat generic setting in the form of d20. Through d20, I had my fantasy (D&D), modern (SpyCraft), asian (Rokugan), and I was seriously thinking of picking up Future and Gamma World.
Then Pinnacle (makers of SW), decided to make a RPG out of their Rippers table top wargame. Essentially, you play as one of the Rippers. You belong to a secret band of monster hunters set in Victorian time. It has all the popular monsters populating the world such as witches, ghosts, vampires, etc and the more famous ones such as Mr Hyde, Frankenstein's monster, Count Dracula,etc.
Basically the monsters, having learned from the monster hunters that there are advantages to banding together, have formed an alliance called the Cabal. They were suddenly successful in fighting back the monster hunters almost to instinction. In their (humans) desperation, they found an equalizer--that of using the monsters' own body parts against the monsters. Many of these Rippers sacrificed their humanity in order to be on equal footing with the monsters they fought.
Anyway, back to the point. I got very excited and wanted this setting. The only problem was that it required the core book to play, the SW. I eventually gave in and bought it when Rippers finally came out. I read it and was happy to see that it being rules light didn't mean it would skimp on options or detail. It actually had plenty of those. Making NPCs were very fast and easy. Combat, while it could hit a snag once in a while, was for the most part, pretty fast. SW was made to support multiple genres.
The first time I got to experience the gameplay was in a setting called Necessary Evil. Basically, all the superheroes were killed off during the invasion of Earth, leaving only the super villains to help take Earth back. I was a player along with 7 others. I had such a positive experience and couldn't wait till I ran the Rippers campaign after the GM finished with Necessary Evil. Although that chance never came, I believe I have found a near perfect RPG that fits my life style.
Ever since college though, I had very little time for role-playing. I've started eyeing rules lite RPGs more. I finally gave in. My first purchase of such was MURPG. I ran it using a converted V&V adventure module. I had a blast despite one player. The conversions were very simple and it was actually really fun playing the villains and not a chore.
I then discovered Savage Worlds (SW). I kept passing this by despite the rave reviews because I already had a somewhat generic setting in the form of d20. Through d20, I had my fantasy (D&D), modern (SpyCraft), asian (Rokugan), and I was seriously thinking of picking up Future and Gamma World.
Then Pinnacle (makers of SW), decided to make a RPG out of their Rippers table top wargame. Essentially, you play as one of the Rippers. You belong to a secret band of monster hunters set in Victorian time. It has all the popular monsters populating the world such as witches, ghosts, vampires, etc and the more famous ones such as Mr Hyde, Frankenstein's monster, Count Dracula,etc.
Basically the monsters, having learned from the monster hunters that there are advantages to banding together, have formed an alliance called the Cabal. They were suddenly successful in fighting back the monster hunters almost to instinction. In their (humans) desperation, they found an equalizer--that of using the monsters' own body parts against the monsters. Many of these Rippers sacrificed their humanity in order to be on equal footing with the monsters they fought.
Anyway, back to the point. I got very excited and wanted this setting. The only problem was that it required the core book to play, the SW. I eventually gave in and bought it when Rippers finally came out. I read it and was happy to see that it being rules light didn't mean it would skimp on options or detail. It actually had plenty of those. Making NPCs were very fast and easy. Combat, while it could hit a snag once in a while, was for the most part, pretty fast. SW was made to support multiple genres.
The first time I got to experience the gameplay was in a setting called Necessary Evil. Basically, all the superheroes were killed off during the invasion of Earth, leaving only the super villains to help take Earth back. I was a player along with 7 others. I had such a positive experience and couldn't wait till I ran the Rippers campaign after the GM finished with Necessary Evil. Although that chance never came, I believe I have found a near perfect RPG that fits my life style.