B.C.'s RPGs: Role-Playing GamesI've been playing role-playing games since I first discovered Advanced Dungeons and Dragons (AD&D) at age 13. I don't get a chance to play much anymore -- mostly because my old gaming crowd has dispersed to different cities -- but I still spend too much money on gaming stuff. | |
Hero Campaigns |
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At the moment, my favourite rules are the Hero system by Hero Games. Campaigns
Other Stuff
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Games I Have Loved |
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Villains and VigilantesMy longest-running campaign was a Villains and Vigilantes campaign. I was a hard-core comic book reader, and loved the super-hero genre. (I once owned a copy of Superhero 2044, but I try not to admit it) What appealed to me about this campaign was the richness of the history that developed. Several different player groups were involved in one game universe, and over time, an elaborate campaign background developed. Things started out in a "four-colour" flavour and then, gradually, character development and interaction became more and more important. The tone became more serious, as the characters started dealing with personal challenges and tragedies. Finally, the campaign was so grim, I put put the characters on hiatus, and started up a "next generation" setting set 20 years in the campaign's future. A new group of young heroes took the place of the old, and I made an effort to add humour to the new campaign. One of my fond memories of V&V involves my only trip to GenCon; there I met Jeff Dee and Jack Herman, the creators of the game. A friend of Jeff Dee organized a game session, and I signed up -- I got to play against Jeff and Jack, who took on the roles of the supervillains (they almost won, too). Oh yeah, and there was once a Villains and Vigilantes comic book, too! Loved it! Eventually, it became harder and harder to find V&V supplements. I assumed for many years that it had gone out of print, but apparently it hasn't; it's merely not promoted by the publisher. Also, over time, I found that the game had some awkward game mechanics -- notably, I think it needed a skill system, and needed to revise the way experience worked. (Both of which appear to be addressed by the rules upgrade available on the web). But it remains one of the most significant games in my memory, because it was the game I played when I really learned how to GM. |
Lords of CreationI really don't expect many people to remember this game -- but it was a multi-genre, time-travelling, dimension-hopping game. The adventures (three of them in print) were structured a lot like computer games, with a mix of brain-puzzles and combat. A weird game, with a really inflexible rule system. But, hey, I loved it when I was in high-school. | |
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Mage: The AscensionOkay, I got into reading Vampire: The Masquerade fairly early on. And while Werewolf: The Apocalypse, and Wraith: The Oblivion sounded like really cool games as well, the one that I waited patiently the first two years for was Mage: The Ascension, mainly because I really like the idea of modern-day magick. I think there's a lot of potential for blending the street-smart savvy of an almost Cyberpunk genre with the fantastic elements of high magic. I've run Mage campaigns on a couple of occassions, but in neither case did I get very far. I loved Loom of Fate, pretty much the only adventure for Mage, but over time, the supplements all started to sound like one another, and the game suffered from too many rules extensions, and not enough adventures. I don't buy it anymore. |
TravellerI played Classic Traveller back in high school (and I still have the old rule books around here somewhere), and while I've always loved science fiction games, and wanted to run sf campaigns, I thought that Traveller needed more rules. Y'know, rules for creating weird alien races with odd abilities that don't upset game balance. Much better rules for combat. A better experience system. And much better psionics rules. I later bought most of the MegaTraveller and T4 stuff (I avoided Traveller: The New Era, because I didn't like the premise and because the game seemed too, I dunno, military-flavoured for my tastes). I'm quite impressed with GURPS Traveller; in fact, I think it's the first version of Traveller that actually had half-decent rules for character creation. | |
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Miscellaneous
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Links |
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Here are some interesting links:
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Copyright © 1998, 2009 by B.C. Holmes. Last updated January 4th, 2009. Champions, Fantasy Hero, Hero System and Hero Games are registered
trademarks of Hero Games. All rights reserved. Back to my bio |