I feel like the system word is too restrictive, as games comes with system + setting and it changes a lot the experience, so my favourite games would be.
**Space sci-fi** _Fading suns_ with it's setting were noble house, poweful church, and guilds having the monopoly on technology struggle for politicla power over the _known world_
**Cyberpunk sci-fi** I am a bit split on that one, as much as I love the _Eclipse phase setting_ using a variant of the D100 BRP to build a crunchy system doesn't work. and I haven't tried the _transhumaniy fate's_ version. Therefore, I would say _Cyberpunk 2020_ which is one of the game I played the most
**Modern investigation** I would go for _Chronicle of Darkness_ (aka nWOD 2006) it works fine, with and without supernatural elements
**Horror** _Kult_ the recent _divinity lost_ editions is pretty great, and IMO as one of the best GM section in the PBTA world which really explains how to plan a campaign using a mind-map an using _PBTA consequences_ to make your plot move in the background.
**Heroic fantasy** _Bloodlust_ which while not translated in English is pretty great. _God weapons_ with their own lust and weak humans fighting to carry them until they find-out that they're the weapon's will toy rather than the other way around. the 2010 _Metal edition_ has also a nice modernized system (with FATE style aspects) and all fitting in one big book
**Special award** _10 candles_ as a pretty great _zero prep horror game_
**Special award** for the whole _forged in the dark family_ I had great experiences with these systems. While I am less fan of the _gang management downtime_ it's a good modern intermediate between _rule light_ and _traditional systems_
Z
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What are your favorite systems to run each genre? -
Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?> I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’” Actually, saying no is one of weakness, so the PC wanting to do something completly unreasonable led to some pretty great player driven session or even campaign arc. I just ask them _how do you plan to do-it_ and suddenly the non reasonable plan becomes a suite of small reasonable tasks so I want the peace in the world, it's easy just give _the love drug_ to world leader and they will all start to love each others, so first step is to put my hand in enough drug, the second is to get access to the water factory that will provide water at the next diplomatic summit, do you think the militaro industrial complex will be happy with this terrorist action ? OK that one is a bit extreme but you get the point, suddently the PC are the one writing the campaign and it's pretty cool. -
Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art. All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game