Skip to main content

A few thoughts about the games I own but never played

So after taking a brief moment to consider most, if not all, the RPG's I own, and which ones I have played and which ones I haven't, I have come to several conclusions.

Somebody out there hates Palladium.  For a long time, I bought most of my gaming books second-hand from a used book store around the corner from my apartment.  I was pretty poor at the time, and buying interesting-looking but used items was the best way to go.  It's during that time that I acquired most of my Palladium books, of which I have many.  I know there's a lot to be critical about in Palladium games, but I've always enjoyed the gonzo quality of Palladium games, the sense of geeky fun that the authors always seem to have.  That doesn't mean I could get people to play any of them, aside from my much-revered Robotech game that my friend Tallis ran throughout his entire tenure in college.

The early 90's were good for anime.  There's definitely a strong sense of my interest in the genre during that time, since almost all of the anime-inspired games were purchased in a very narrow window.

Actually worth a look if you are ever thinking about a vehicle-centered sci-fi game.  With cat-people.
I like RPG's that are like things I like.  I hadn't realized how many licensed RPG's I had purchased.  Star Wars and Star Trek are clearly big representatives of this genre, but that's also because there's been very few sci-fi games that were not licensed (more on that another day).  What I particularly interesting to me is that I often bought licensed games not with the idea of running a game set in that universe, but one similar.  I bought Buffy and Angel because I was thinking of running a Lost Girl campaign.  I bought Leverage because I wanted to run Burn Notice.

My D&D heart has been repeatedly broken.  I have been thinking about this a lot lately, but it came into crystal clarity when I realized how many "Fantasy Heartbreakers" I have purchased over the years.  I even found a few more on my shelves that didn't make the list.  I have issues with the three hit-point, fifteen-minute adventuring day of early edition D&D, but didn't like the ridiculously high-crunch, superheroes-with-swords that D&D morphed into over the years.  Somewhere in there is a sweet spot that I haven't found yet (although 13th Age got very, very close).

How the hell have I gone this long without playing Traveller?  The grand-daddy of sci-fi RPG's, and I've never played it.  I've owned it since the small paperback book days, and still have my hardcover omnibus of the original rules.  The EOW campaign is a pseudo-Traveller game using different rules, but I've never actually played this, which feels like a grievous oversight.

So what do you think?  Why do you buy games that you have never played?


  1. I had a whole big response about how you determine the value of such things - and relating them to my cookbooks that I don't always cook from - but it got lusty and so this is all now.

    1. Er... It got LOST. I kind of love cookbooks, but not generally to the point of lust (with the exception of Marcus Samuelsson).

    2. You gave me my own cookbook porn, so I have no place to criticize you.

  2. But my point was that I have some that I use often, some I use for inspiration -ideas of tastes that go together -, and some that I look at for interest but won't ever cook. (I am never going to make minced meat "salad" with blood and offal.)

    So, that's similar, right? Some you use, some for ideas to steal and modify, some for interest but you won't use. So the real question is, where is the value?

    The interest-only ones I could get rid of more easily after I've read them, right?


Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:

14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:

I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...

Review: the Valiant Universe Roleplaying Game

Capsule: A near-clone of Marvel Heroic Roleplaying that throws out the good while keeping the bad.  Useful if you're a fan of the Valiant Universe.

I've been looking forwards to this game ever since Free RPG Day this year, although with some trepidation.  The rules were sketchy, and the free booklet promised more detail when the main rulebook came out.  I also snagged most of the additional free material Catalyst Games had put out as PDFs on DriveThurRPG, which gave me most of the major characters from the Valiant Universe.

Quick side note about Valiant comics, for those who don't know.  Originated in the 90's during the whole big indie comics movement that spawned Malibu, Image, and a host of others small publishing companies.  The early Valiant characters included a pseudo X-Men mutant youth team (Harbingers), a archtypal "Iron Age" gun guy (Bloodshot), the high-tech alien armor guy (the bizarrely named X-0 Manowar), and a quirky no-capes duo (Archer and Ar…