Gurps 3rd edition werewolf template
Rules support improvisational playing a great deal. Hero Wars is a great game if you happen to like storytelling. Makes the game fast so one can concentrate on playing instead of the rules. One of the best working systems I have played.
![gurps 3rd edition werewolf template gurps 3rd edition werewolf template](https://data.templateroller.com/pdf_docs_html/269/2692/269245/hero-system-sixth-edition-character-sheet_big.png)
Lord of the Rings Adventure Game is a system for beginner roleplayers. Also left out some games I''ve only played once. I''m sure I''m forgetting some games I''ve played only a few Don''t know what else can be said about it. The Palladium games were more about their setting than anything else (especially TMNT), but their mechanics are shamefull. A character that starts on the path to being a mage must go through quite a bit of adventuring to even get to the point where they can light a candle through magic.ĪD&D and the White Wolf games are a little too bland for my tastes, usually just play them when nothing else is available. For example, someone could start off as a tomb-robber, master that profession, then become an apprentice to a necromancer, or move on to being a bandit or burglar and steal from the living. As the character grew in their occupation and learned the skills necessary to master that occupation, they would/could change to a new occupation and learn the skills of that trade, based on an intertwining advancement tree. Warhammer FRP had an interesting advancement scheme, based on occupation. First you''re going against truly horrific creatures that can eat an entire party of characters within 30 seconds and still have room for jell-o, and even if they do somehow manage to survive, there is the constant problem of dwindling insanity as the characters get closer and closer to the things that "Man Was Not Meant to Know" (TM). Call of Cthulhu takes a slightly more serious approach. Also, you start out knowing that you''re in a very bad position (it''s a society controlled by an all-powerful and somewhat mad computer, that hates mutants and members of secret societies, of course every player is both a mutant and a member of a secret society, both of which must remain hidden, as the computer can order the immediate termination of all clones for a character if it grows suspicious). A paranoia character will definitely die in a spectacular and humorous fashion (several times in fact), which is offset by having a number of clones, but only for a limited number of times. Paranoia and Call of Cthulhu were notable for the fact that they encouraged players not to get too attached to their characters. Creating a flaming sword would be a matter of summoning a fire elemental, then binding it to a sword, but throwing a fireball in combat would involve summoning a fire elemental and then convincing it to hurl itself at your enemies. The only thing magical a player could do was summon and bind various elementals/spirits/etc. And you could combine effects for more interesting results. For example, you could learn create fire, to light something on fire, change fire to change an existing fires color or cause it to burn without producing smoke, control fire to make it jump from one thing to another. Ars Magica used a verb-noun system - if you played a mage, you could learn various verbs and nouns to different degrees, and do whatever you wanted within the constraints on the fly. Notable magic systems are to be found in Ars Magica and Stormbringer.
![gurps 3rd edition werewolf template gurps 3rd edition werewolf template](https://static.wikia.nocookie.net/gurps/images/9/9e/GURPS_Update_cover.jpg)
The other Gygax game lost out in the character creation phase (having to roll to see what birth order you and your parents were?) The ones that I disliked the most were the Palladium Games (Palladium, TMNT and Rifts) for their abominable combat mechanics (a typical simple combat takes at least an hour of playtime) and Warhammer FRP (again overly convoluted combat mechanics, but not quite as bad as the Palladium games). Out of those, I''d say the best design-wise were GURPS (clean extensible system), Paranoia (disposable characters), and Ars Magica (for the flexible magic system). Teenage Mutant Ninja Turtles and Other StrangenessĪnd probably some others I''m forgetting. That other Gygax rpg (Legendary Journeys or something like that)