RPG's. What's Left?

My d100 game collection is being added to, but nothing else RPG is coming in.

Between the various d100 games I have or could access if needed, I have everything you could want if, like me you are a less than occassional games with a wide variety of interests. Lite to deep mechanics, every genre, most “feels” within those and so much cross-compatibility. Mostly though d100 games just make sense to me and those I introduce to role-playing.

I do have a few hold-outs from the old collection, just a few.

13th Age (complete to now) is my “I want to play D&D, do you have it?” game. It has it’s appeal, just not my usual thing. There is nothing really I can mine from it except the most basic concepts, like “The One Unique Thing”, or some good advice, but that is not the point. It is perfect for what it needs to be, an anti D&D, version of D&D.

Lots to like, but completely over the top for a d100 conversion.

Mouse Guard (all). I just love this game, it’s feel and the accompanying graphic novels. It does provide a good background for a d100 style version, but the elegance and simplicity of the system itself is part of the appeal. I have no real love for the rest of the Burning Wheel family, because to me, many d100 games fill that space well enough or better.

The One Ring (most). This one is likely going to be another conversion tool. This is not really that hard with d100 games as they sit at about the same power level (realistic and lethal). The actual system, now in a slightly different and smoother (mostly just mildly different) 2e, is fine, but quite stylised to make the Tolkein world happen how the designers want it to.

Adventures In Middle Earth (most). The 5e version of above is a much easier and more harmonious version of TOR, coming after it and bowing to the needs of 5e. I probably like it more as it feels less rail-roady than TOR, but also goes down a road I would like to avoid. On a bad day, I am tempted to get the Simbaroum and Iron Kingdoms versions in 5e, but that would only make what I am actually doing, clearing out and simplifying, go into retrograde. I have come to realise, that even though I like this one more, TOR is better for my needs.

Various Supers games. I have a DC and Marvel supers game, not to play but to mine for info for my own or other’s skirmish games and possibly “Mythras Destined”. In my recent purge I dropped a lot of supers RPG’s, admitting finally that they, for me a fan of low powered, multi genre and gritty supers, only needs one or two options that work (Super World-BRP or, Mythras-Destined).

SWADE (core book-recently lots of the older version). Not sure here. If I cannot get it up for Faux-Malifaux, it will likely go. I just cannot mesh with the abstractness of the system, unless it becomes the logical table top answer. I seem to have left the door open for the new supers and sci-fi expansions, but probably should slam it shut. SW has only ever really served as a distraction for me.

Iron Heroes (all+). This one is a real throw back. Monte Cook sponsored this 3e spin-off, based on the idea of a fighter only, heroic D&D game like Conan, where the mage or high priest is a foe of mysterious power. All the classes are fighter based except the brinkmanship, fragile and foolhardy mage and the core of the game is written around combat options. I love the Kev Crossley art, the old school feel and the fact I chased it all up, especially the revised version and the other revised version (both basically trying to fix the magic system). What use is it? Not much, but a bit of my RPG history I would rather keep than effectively give away. Facing facts, it is a system with issues and the more you shed, the slicker it becomes, but it still has its own charm.

Mongoose Traveller 1 &2e (core books + dozens of PDF’s). These are again throw backs to my role playing past. My very first games were the original played in high school at lunchtime with friends. I like the first edition presentation more than 2e, but the later one has some very good system changes. These also have a ton of PDF support, but M-Space and Frontier Space fill my needs. Like Iron KIngdoms, it is really a matter of just wanting to hang on to them rather than selling them off cheaply.

The first thing my mind goes to when someo’s flexibilityne asks where it all started.

Hero System/Champions (basic 4e + dozens of PDF’s). I have physical copy of 4e, my favourite, PDF’s of 5 and 6e (& Complete) and lots of PDF support, but I doubt I will ever use them unless Faux-Malifaux needs 4e’s flexibility. Champions 4e was my second big game, a favourite of my early groups enabler. The math did my head in, but the play was engrossing.

Lace and Steel (complete boxed set). An old Australian RPG based on The Three Musketeers with sentient Fae races, it has some great ideas and mechanics. Again, I love the art and feel and it is basically worthless so a no-brainer to keep.

Would I be tempted with something else? I bought D100 Dungeon on impulse today, which goes to show the appeal of a new to me RPG is strong if it is d100 based and relevant (solo) and Warhammer 4e still has a few books I need to complete it. Apart from maybe the still alive 13th Age, no nothing else entices, not even Through The Breach for Malifaux and thankfully most others are either finished or of little interest.