Our Top 50 Games–Part I

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Guys and gals, to break the serious nature of our last post I wanted to get back to gaming. That last post, as I am sure you could tell, was not much fun to put up. This post (or rather series of posts) will be much more fun. In this post we will cover #50-40 of the best games we have played/run/read. Without further ado, here is the list:

#50: MERP (ICE)– Middle Earth Role Playing was the first Tolkien RPG, and was based heavily on the Rolemaster system. It was clunky, in hindsight, but when it came out it was one of the better games out there. It had a flair for the world, and the sourcebooks are still great if you intend to run anything in Middle Earth.

#49: Runequest (Avalon Hill)– The Runequest game is not really all that bad, but I never liked its tendency to focus on realism. It was fun and had some great source material. Apple Lane is one of the goofy ones, but the others really had some detail. It did, on the up side, use the BRP system.

#48: Rolemaster (ICE)– Okay, I expect some blowback on this one. Rolemaster is complex and hard to follow, especially in light of modern light systems. When I first found it, I was in love. It gave great amounts of flexibility and character options. Of course, this was at the expense of playability. The rules were way to deep, and there are tables for everything.

#47: FASA Trek (FASA)– This version of Star Trek was okay. The system was kind of complex, and the rules were spread over three separate booklets. The game also focused more on the action feel of the original series. It was still a good game, and had plenty of awesome source material that was produced. It is only this low because LUG showed that Star Trek could be done with a lot more flair and panache.

#46: Top Secret/SI (SSI)– I like Top Secret, and the system is fairly easy to pick up. It was highly lethal and was true to the genre. The sourcebooks were fun, and the modules were awesome. I don’t think that it aged very well, thus it dropped a little on this list.

#45: Underground (Mayfair Games)– This game was a lot of fun the few times I have played it. The system is kind of wonky, and the character creation is quintessential 90s. The art is kind of over-the-top and the books is not that great, but the game itself is good. It drops because it is so niche.

#44: Feng Shui 1st Ed (Atlas Games)– I like Hong Kong Action Theater and this game really captures that feel. The die rolling mechanic is weird for the first few times you play, but it becomes easier to do as you go along. The initiative system is pretty fun (uses ticks) and the mook system alone makes it awesome.

#43: Ars Magica (Atlas Games)– A historical fantasy RPG that is really fun. It is deep and the character creation process can take a while. On the other hand, the mechanic is simple and easy to use. The magic rules are cool, and they became the base for the Mage: The Ascension rules later.

#42: Star Wars Saga Edition (WotC)– I like Star Wars RPGs, but I am not a huge fan of the d20 rules. They gave Star Wars a feel like “D&D in space”. Saga fixed a lot of that, and made the game more playable, in my opinion. The force powers rules are great, as are the rules for character advancement. This only sits this low due to my distaste for the d20 rules.

#41: Fireborn (Fantasy Flight Games)– This is another niche game that came out from FFG. The rules are unique and took a while to get a handle on. I love the game concept, and the fluff is pretty fun. It takes a lot to get into if you have never heard of it.

#40: Scion (White Wolf Games)– I love this game! The idea of playing the children of gods is intriguing to me, but it falls because the rules are really complex. It is also a good example of power creep. By mid-power level the PCs can take out just about anything that comes their way. Good game if you follow some of the house rules out there.

Okay, that is #50-40! We will be back in a few days to hit #39-30.

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