I have increasingly liked rule lite systems. I used to like not so much complexity, but a more simulationist approach to combat and equipment and the like — an artifact of playing the excellent James Bond:007 game for too long. But as early as Star Wars by West End Games, I liked seeing simple mechanics that could aid in character development and roleplaying over roll-playing.

The endpoint of the “easy to play and run” search was Broken Compass by the game company called (at the time) Two Little Mice. The characters have six attributes like Action or Wild or Knowledge with three skills under them. Depending on the number of pips in the two, that’s the number of six-sided dice you roll. It doesn’t matter if they’re typically or have funny symbols — the BC dice had N, W, E, S, a compass, and another symbol — so long as they all match. The goal, like Yahtzee, get as many matches as you can. Difficulty steps required you to get more matches: a pair for a basic success, three of a kind for a critical, and so on. Aid from others, environmental effects, equipment provided a die of advantage or took away a die for disadvantage. Simple. It’s the engine, I believe for their Household game and a modified version looks to power Outgunned! which just finished its Kickstarter at the time of this writing. You can find it here.

On the complex side — that’s easy. Anything 2d20 by Mödiphiüs. We’ve been playing Fallout, with another of the game group running, and I’m planning on running Star Trek Adventures, now that I’ve got a handle on the mechanics. The basic mechanic is simple, but still more complicated that it needs to be: roll 2d20, get under the number that your attribute and skill combined gives you, and get an extra success when under your skill. However, there are disadvantages and advantages to gain and lose dice, there’s two different game currencies — momentum (also called threat when the GM has it…ust to be confusing) and determination. Spend these game currencies to get extra dice on one hand, or extra damage dice on the other, among things you can do with them. I find the two game currencies — the equivalent of “luck/story/plot/whatever points” in other games, to be overly fiddly and confusing, but for the most part it’s a serviceable system. They do manage to do space combat without needing a completely different set of mechanics like some space games, and its set up in such a way that it emulates the “we need more power” schtick of the show, while giving everybody on the bridge something to do.

Honorable mention for complex mechanics goes to Lex Arcana, an excellent game that feels very old school. The character creation gets a bit fiddly, and the die mechanic is a simple roll dice and get over a target number…except you take the number of whatever you’re using — say, de Bello [war] to fight. If you have a de Bello of 15, you can break that number into up to three dice — say 3d5, or a d10 and d5, or a single die if the number were appropriate. It has a steeper learning curve for that reason, although some of the gaming group figured their best spreads and just jotted those down on their character sheets. It’s weird, but once you’re used to it, it works alright. Mathematically, using three dice is more likely to ensure a success, but it’s an exploding die system; get the maximum on all the dice and you roll again and add — that allows a player to roll one die, if they can, and that raises the chance of an exploding die.

This is a tough one. Between multi-million dollar Kickstarters, good desktop publishing software, and real money behind some of the bigger production companies (Wizards of the Coast, of course, has Hasbro in their corner, there’s Mödiphiüs, Free League…) the production values of RPG books and extras has really improved. There are some staggeringly beautiful books put out by all the big names. Most of 5th edition D&D books are well-laid out, well bound on good quality paper, and the artwork is top notch. Free League really hit their stride with Alien and Blade Runner, although the art style has been getting a bit stale for me. Kickstarters like Blacksad — based on the anthropomorphic noir comic books (trust me, they’re good!) has stellar artwork, a well designed GM screen (a rarity in the past) and had cute dice with the character face on them. Modiphius does specialty dice for bloody everything — ’cause up yours! buy our stuff! Magpie Games knocked it out of the park with their Avatar Legends Kickstarter. The paper quality, binding, artwork, card design (and the card box! superb card stock), a cloth map from the show, a little Pi Sho tile, die with the element symbols on them and the dice bag… Magpie deserves a huge bunch of kudos for their work on this game and everything connected to it. The Altered Carbon RPG was similarly beautiful to look at, but not so much to read thanks to the impenetrable use of weird symbols for f#$@ing everything. Everything Lex Arcana is beautiful.

So if i had to go with the coolest RPG related thing (for me) lately, I’d go with the dice and dice bag combo from the Avatar Legends game. They look cool with the color appropriate die with the symbols for the elements on the highest number face. They have a nice feel, too; I really noticed the quality of the dice when handling them. It’s a shame the GM doesn’t really get to roll in the game.

I think my honorable mention would go the the excellent Herbalist’s Primer by Exalted Funeral, “a system-agnostic illustrated guide to real-world magical plants. Inspired by the 19th-century herbalists and the millennia of folklore, myths, and legends, it brings a wealth of easily-accessible, organized information straight to your gaming table.” The artwork on the plants, the real-world use of the same, plus the fantasy game uses — it’s an excellent addition for the druid/cleric/whatever in your party to work from. It did well enough there’s a Geologist’s Primer Kickstarter that finished up last month and might still be available for pre-order.

At first, I thought this was a really weird prompt, but thinking on it — there’s a lot of older games out there that we wish weren’t gone. And to paraphrase Dr. McCoy, “they’re not really dead so long as we’re still playing them…” So the best second-hand purchase is probably the basic rulebook and GM box set for James Bond: 007 RPG from Victory Games. I’ve said (a lot) before that this was most likely the game I ran the most from 1983 until around the 2000s — not coincidentally because I drifted into that community through the army for a while and lost my taste for it.

An honorable mention has to go to the eBay score where I picked up pretty much all of the books for Jovian Chronicles — a anime-inspired, hardish sci-fi setting that I’ve wanted to run, but the mechanics are terrible and I’ve never been quite able to find an “in” to the setting. It’s rich, there’s tons of stuff, and there’s a background story in the materials that can be quite limiting. I guess I just never quite got to the point of dumping the background story material so that I could “make it my own.”

That’s why eBay and places like Wayne’s Book Store (thanks to Runesligner for turning me on to these guys), and Noble Knight all allow the dedicated (and sometimes money stupid) gamer to find all that stuff we used to love, but that is out of print.

Gah…! I looked up Wayne’s to get the link and there’s something I want.

See?

This one’s a tough one. I realized, looking at the wall of gaming books across from me that a lot of the stuff I run is licensed material now. It wasn’t always the case. The only real licensed game I ran was James Bond: 007 by Victory Games, and while I had bought a few like the execrable Indiana Jones RPG that was really an unfinished set of rules, I remember playing Ghostbusters once and it was fun, and the DC Heroes game from the 1980s, but that was it. It wasn’t until the 1990s that licensed games started to really multiply.

Let’s see: there was West End Games’ easy and rules lite Star Wars — which is still better than the ones that came after. It was the king of the dice pool games — nothing like needing a wheelbarrow for your big climactic battle with a stardestroyer. There was the Last Unicorn then Decipher Star Trek systems, the weird Babylon 5 game that I ran for about two years straight. In the aughties, however, there were a bunch of these — Firefly or Serenity, depending on the flavor of Cortex you liked; Supernatural, Dresden Files, Battlestar Galactica — and that was just Margaret Weiss Games. Doctor Who, Avatar, and now Alien and Blade Runner. The goes on…

My favorite license? Hands down, Blade Runner. I love police procedurals. I love moral and ethical dilemmas. I love cyberpunkish settings. It’s got all that, in a setting I love, with solid, rules lite mechanics, great artwork, and a solid creative team on it.

But my favorite licensed RPG..? I think that’s a tie, really. For the longest time, it would have been — without contest — James Bond: 007. The mechanics were elegant and innovative for the time, it was perfect for the ’80s and my fascination with spy movies, action movies, Bond, cars, guns, you have it. We played the hell out of it and I’m on my third boxed set and main book. I modified the rules for a cyberpunk campaign and a Stargate campaign, and the system worked without much tweaking. A few different games split my attention about the middle of the aughties and JB:007 got less and less table time…then we just never got back to it.

One of the reasons is the other licensed RPG that ties with JB:007 — Battlestar Galactica. I loved the reimagined show, as most vets I know did. It was produced by a guy, Ronald D. Moore, that had been naval ROTC and did a rotation on the frigate WS Sims. He actually knew what military life was like — something pretty rare since the WWII and Vietnam vets in Hollywood aged out. It presented “realistic” version of the Galactica universe — not one where your civilization gets wiped out and next week your at the casino planet hanging out, but where the impact and consequences are dire. There’s moral and ethical dilemmas — something my daughter has noted I seem to like in my movies. Best of all the lightweight, simple rules of the early Cortex system — but improved from the Serenity rules set — lent to roleplaying over roll-playing. I wound up running the best campaign I’ve ever done in that game and setting — one that lasted five years and was so damned satisfying when it ended that I still look back on it six years later and wish we were still playing it.

If I’m still alive? Sure, I’ll probably still be playing RPGs. I hope so.

What will I be playing? Who knows? We’re in a golden age of RPGs, right now. There’s more people playing than ever, more games being published successfully thanks for Kickstarter and DiveThruRPG; and who knows what’s coming that will be awesome?

More to the point: I hope my kiddo is still gaming in 20 years. Still dreaming, still having fun. I think that would make it all worth it.

As I was saying a few days ago with the favorite one-shot post, I don’t tend to do one-shot modules, but I do buy some — especially campaign settings — because I cannabalize them for ideas, creatures, etc. there have been a few good ones for a number of games, and some real standouts.

I liked the setting guide for the Odyssey of the Dragonlords, a Greek-inspired setting for D&D 5th Ed. The artwork and the maps and other material that came with it was gorgeous, and the write-ups for playable centaurs, satyrs, etc. as well as versions of the Greek monsters of myth was well done. Better than the Mythic Odyssey of Theros that Wizards turned out…and that’s also quite good. I’ve borrowed from it, but I haven’t run it.

Probably the best published adventure I’ve bought is Destroyer of Worlds, an Aliens-style, colonial marines- oriented adventure for Alien written by Andrew Gaska. His intro adventure for the Alien RPG, Chariot of the Gods is one of the few published adventures I’ve run with almost no modifications. His Heart of Darkness, the final adventure in the “trilogy” has some really good stuff to mine, but I doubt I’ll run it straight as we’ve already had an adventure at 26 Draconis — and I think ours was actually better. But there’s some gold in there to be used.

This one I’ve remained remarkably consistent on since RPGaDay started eight years ago: Cortex. Not the new Cortex or “Fate-ified” Cortex of Leverage and Marvel RPG or later Margaret Weiss Games productions (may MWG rest in peace…) but the one that powered Serenity and more specifically Battlestar Galactica and Supernatural. The rules were simple and elegant, and the few bits that weren’t could easily be ignored. It’s still my favorite balance between simple rules and storytelling, and something more substantial than newer lite systems like Broken Compass (although that is a very good system, as well.)

A tight second is the rules set for James Bond: 007 RPG from the 1980s, and again — I’ve been really steady on this one, as well. It did a good job of evoking the movies, leaned into the product placement mentality with the different ratings for guns, cars, etc. and was the first game to really get away from random damage — making injury based on the quality of the hit. I often find myself tempted to bust it open and run something using JB:007.

Humor, like horror, is hard to do in a game. Trying to “make it funny”, like trying to “make it scary” often comes off as forced and artificial. It’s only recently I’ve started getting the hang of the horror part of running a game, thanks mostly to having looked at Dungeons & Dragons, when I started running it, and realizing that the fantasy end is often played up to the detriment of the fact your character are going up against “shit that would turn you white!” to quote Winston Zedimore in Ghostbusters. I came at D&D fresh by wanting to make the monsters terrifying, not just a stat bloc to be reckoned with. Alien came later and even still getting the body horror is a bit difficult. (Weirdly, a one-off adventure in our Star Trek game a few years ago was more effective — probably because you don’t expect terrifying monsters in Star Trek.

Humor sort of naturally flows from gaming, especially if you’ve got a good group where everyone’s sense of humor meshes. There’s noting worse that the uptight scold or the truly weird bugger whose funny is dramatically different from everyone else’s.

There are a couple of games that were angled toward humor. There was the West End Games’ Ghostbusters RPG, which sought to make the setting and the humor the point of the game, but you can really develop rules for “being funny”. Similarly, there was Paranoia — another West End Games production. (I forgot how much they put out in the ’80s and ’90s!) Paranoia was supposed to be a tongue in cheek dystopia where your character was a clone who got killed off on a pretty regular basis thanks to their stupidity and the disfunction of the authoritarian, Computer-run city. I played Paranoia a few times, even with a good GM, and it just…didn’t click. It’s aiming for a Brazil quality of humor, and it either winds up being a “Who cares? Let’s see how stupid I can die” humor. (Weirdly, now, I’m thinking you run Paranoia seriously — as a god-awful dystopia and just let the humor evolve naturally.)

Still, there must be some kind of market for humor RPGs, there’s a “comedy RPG” page on DriveThruRPG.

This prompt is amusing. With Amazon and the internet, you can find all those old games — often in good shape! — so if you wish it, you can have it. That said, part of me really wishes I had an old science fiction game called Universe that SPI (I think it was) put out in the early to mid ’80s. It had this spectacular map of the nearest stars that was pretty accurate (for a 2d representation of three dimensions), and I remember the rules being decent, if not as simple as Star Frontiers, but lightyears better than the execrable Space Opera, which we also tried and which has never been bested in my mind for truly awful mechanics until the unfortunate Traveler 5 or whatever that shit was that was published a few years ago.

It’s probably awful by today’s standards, and I realize that there’s a lot of sentimental BS — this was the sci-fi game we settled on in the high school group after Star Frontiers. It was supposed to be SPI’s answer to GDW’s Traveler, if I remember.

Having written this, I of course, hit the interwebz and found the game on eBay and Noble Knight for a ludicrous $175ish (but in excellent shape — so probably as close to new as possible.)

I don’t tend to use modules and campaign guides to run them, but to mine them for ideas. I’ve never run one without tearing it apart and modifying it for the players/characters/campaign we’re playing. However, when we were kicking the tires on Alien a few years ago, I wound up using the Chariot of the Gods adventure to try and lure the group in and kickstart a campaign. The players wrote up their own characters instead of using provided ones. The premise was simple — a missing Weyland-Yutani ship, Cronus, is discovered by a group of salvage operators who find the science module/lifeboat is missing and most of the crew gone, save for a few in hypersleep. The ship is almost dead and they have to get it fired back up. After the crew gets wakened, the requisite horrible stuff starts happening. There’s a third act where a competitor ship shows up, but I ditched that as we got to the end and the characters did some clever things to survive aboard Cronus long enough to go into hypersleep with the ship supposedly on course for the nearest port.

It’s a good adventure and well written, as is the “sequel” a campaign instead of a one-shot “cinematic” adventure — Destroyer of Worlds. The adventure takes place on a colony world on the edge of American space. There’s the the UPP — the setting’s “commies”, if you will, invading because of a secret lab producing the bioweapons. The characters are looking for some deserters from the colonial marines and things, as one might expect, go pear-shaped. The setting of the colony is extensively presented and I wouldn’t mind running a few adventures on the world before the events of DoW. It wound up giving me ideas for creating and running the colony world that some of the players’ characters have landed on after a hit job in Tokyo went bad and they had to run for it.

So while I don’t tend to run published adventures very often, I do find them useful for inspiration or finding material to use. If you’re a new GM, however, they can be a real lifesaver — cutting the prep time down, allowing you to often hit all the rules mechanics for players to learn, and reducing the intimidation factor that running a new game for a group of people can inspire.