August 16, 2017

RPGaDay Question #16


Question #16: Which RPG do you enjoy using as is?

In spite of my penchant for being a tinker-monkey, there's actually quite a few RPGs that I enjoy playing or running "as is."

One of the more recent ones is 7th Sea 2nd edition.  There's so much freedom for the GM to run things with the rules that one doesn't really need to "tinker" with it.  Heck, I could probably run a lengthy and successful campaign using just material from the core rulebook, and never run out of options for players, either in things to do or ways to advance their characters.  Granted, the system takes a little getting used to, especially wrapping one's head around the "roll then move" approach that it takes versus the "move then roll" approach that is the industry standard.

Another RPG that I can easily run or play as-is would be FFG's Star Wars RPG.  With the exception of one minor rule in the combat section, I really don't have any glaring issues with how the system works.  While I agree that starship combat is its issues, notably the propensity for "rocket tag" if the PCs are in starfighters, over all it's pretty solid, and at thus far has yet to fall prey to the "Force users are overpowered!" issue that's plagued pretty much every other Star Wars RPG, be it official or a system hack of some type.

A third RPG that I've mostly enjoyed playing as written is The One Ring by Cubicle 7.  I pretty much grew up with Tolkien's works, and this RPG does a pretty solid job of delivering the Middle Earth experience as the Professor described in his writings.  I did get to play a fairly short-lived campaign, taking up the role of a Barding Warden with our company mostly playing through The Marsh Bell and a bit of the Tales from the Wilderland before ending abruptly due to over half the group forgotten this wasn't D&D and that getting into fights could be extremely dangerous.

And lastly, there's Mutants and Masterminds 3rd edition.  Frankly, that game is so flexible in terms of what a character can be built to do that there's really no need to introduce a plethora of house rules.  The fact I'm in a group that is currently comprised of a Golden Age Superman, a pastiche of Spider-Man, a quasi-ninja with shadow powers, and a flying version of Frozen's Elsa, and each of us is capable of pitching in during just about any sort of encounter just goes to how versatile the system is in the hands of a skilled GM.  And luckily, we've got a very skilled GM in the form of Eric running out MnM3e campaign.  As much as I'm enjoying Curse of Strahd, I can't want to get back to our Emerald City campaign.

That pretty much wraps it up for today's answer, so check in tomorrow for the answer to #17.

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