(no subject)
I seem to consistently go sideways with the concepts behind roleplaying games.
I mention the last because the Grognardia post about Twilight 2000 had me thinking about the game again. I'd kinda like to play it again at some point because I think the setting's pretty cool (post-apocalyptic Eastern European buddy roadtrip in an AFV!) but I remember the rules being clunky. I actually don't think you'd need to have been around in the 80s to enjoy the game as an alternate history - given my usual group's tendency to turn any game into Shadowrun (f'rex the planning that went into raiding that one ogre-occupied ranger fortress in Pathfinder), it's not that big a stretch.
While I have played Twilight 2000, the game I haven't played which I've always been curious about is Paranoia. Here again, I guess I miss the point, because I think it could be really fun to play in the setting - just lots of ridiculous patriotism, bureaucracy, and future tech - but I just can't really get into the whole, the Troubleshooters are out to screw each other and if played right won't last for five minutes beyond briefing. If you could somehow not do that chunk of the game, and just have things be the ridiculously stupid future, I would totally want to run or play Paranoia.
- Werewolf the Apocalypse. Official interpretation; "You are the last of a dying breed, but you're not a nice person - you're a monster. How do you avoid succumbing to your rage? How do you keep going in the face of such insurmountable horror?" Jon's interpretation; "An entire culture with mythology and sometimes very non-human rules existing in the shadows? This is gonna be so cool!"
- Call of Cthulhu. Official interpretation; "Humanity is a new player on the scene compared to much more scientifically advanced races which could squash us like insects - and which probably will, not out of maliciousness but because we simply don't register. Your investigator will probably die or go insane." Jon's interpretation; "Secret history and weird monsters have influenced the world throughout the centuries. PCs travel throughout the world, learning more about the secret history and seeing more cool monsters, all with the thematically rich setting of the 1920s."
- Twilight 2000. Official interpretation; "The last great offensive of WWIII has fallen apart and now your characters, former soldiers, must survive in a perilous modern wilderness with hope and supplies running scarce." Jon's interpretation; "You mean characters can drive around in an M2 Bradley? And get into big running armor battles with lots of HESH rounds? That is so cool!"
I mention the last because the Grognardia post about Twilight 2000 had me thinking about the game again. I'd kinda like to play it again at some point because I think the setting's pretty cool (post-apocalyptic Eastern European buddy roadtrip in an AFV!) but I remember the rules being clunky. I actually don't think you'd need to have been around in the 80s to enjoy the game as an alternate history - given my usual group's tendency to turn any game into Shadowrun (f'rex the planning that went into raiding that one ogre-occupied ranger fortress in Pathfinder), it's not that big a stretch.
While I have played Twilight 2000, the game I haven't played which I've always been curious about is Paranoia. Here again, I guess I miss the point, because I think it could be really fun to play in the setting - just lots of ridiculous patriotism, bureaucracy, and future tech - but I just can't really get into the whole, the Troubleshooters are out to screw each other and if played right won't last for five minutes beyond briefing. If you could somehow not do that chunk of the game, and just have things be the ridiculously stupid future, I would totally want to run or play Paranoia.