this post was submitted on 29 Apr 2025
40 points (100.0% liked)
rpg
3669 readers
52 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
1974 D&D
Traveller
GURPS or Champions
Paranoia (1st Edition)
Vampire the Masquerade
Amber Diceless Roleplay
Burning Wheel
Apocalypse World
champions was amazing. only need stadard dice and the one hardcover book could cover any genre although some took a lot of work by the dm. had a guy in college run a fantasy game with it and used the variable power pool for spellcasters (limitation of having to use found or figured out spells). he would allow people to make custom races as long as the points added up. basically he met with each person and asked them what they would like to do with the only limits being points and he would help them figure out the build for the race and the class and etc. it was pretty cool. gurps was great but the books were unending. hero system had a lot of books but the champions hardcover could handle everything, again if you put in the work.
Champions was amazing, but it was also effectively a derivation (and improvement) of the earlier Supergame. (Yes, I know. Stupid title.) Supergame used d% and d6, not just d6, but let's see if any of this rings a bell: (😁)
Champions' creators have always said they were inspired by Superhero:2044 and Villains & Vigilantes and have never even mentioned Supergame, but I find that a bit sus myself:
Don't get me wrong: Champions was the better game. Being inspired by Supergame and making a better game is emphatically not a negative. I just think it's a bit weird that they refuse to acknowledge the influence.
And in the context of an RPG design essential reading, Supergame needs to be there to show the dramatic change in ideas that were beginning to pop up around that time.
¹ "Prime Statistics, super powers, devices, trainings, and abilities are all purchased using the same character construction points. The points are allocated according to relative effectiveness and usefulness. In other words, one power that costs 20 points is as useful in a variety of situations as any other power, ability, or device that also costs 20 points. Therefore, what is bought with these points is not the how or why of a power, but only the what."