My Star Wars Edge Studio shelf is being put in an upstairs closet. Despite having a ton of "anti-energy" for this game, it never materialized. I read the books and tried to picture what I wanted from it, but Star Wars feels dead to me, and generic hard science fiction appeals to me much more than the "put-on" Star Wars does. The new TV shows and movies ruined the entire universe for me; too much low-quality streaming garbage gave the galaxy a smell and feeling I can't shake.
And I don't have much hope when it changes hands. Honestly, given the D&D 5E model, everyone in the universe needs "force powers" to be an appealing, playable, and high-damage-output subclass. At least the Edge Studio game tries to make non-force users shine, but I don't have good feelings about the D&D version. I do like the Edge Studios "Expanded Universe" game, so it is not heading for the garage. This is probably the best Star Wars RPG we will see in our lifetimes.
Maybe someday I will come back.
Old School Essentials is going upstairs to a bedroom shelf to sit alongside my OSRIC books and other BX books. These have completely replaced 5E and Pathfinder for me. OSRIC is the better game, just because it offers the options I want: phased casting, specializations, a strong fighter, and the classic 1E feel. If I have my choice, I buy OSRIC versions first because I want 1E compatibility over BX, and that puts BX spell compendiums at a disadvantage since they don't include casting times in phases. OSRIC is the "superset game" - write for that, and BX will still be 100% compatible. Those extra bits OSRIC needs are important, and they are a small add-on that covers both games and makes for a better product.
OSE covers your new players, and OSRIC will cover those wanting the original 1E game of 1980. I have given up on the reprints, as they are not open and free to write for. Why should I bother? I support the community-supported game. This is like Linux to me, and it means something. Sure, I can use Windows for a while, but on a deeper philosophical level, I am against it. Playing and supporting the community games makes society and the hobby a better place.
And the OSRIC PDFs are PWYW, with a zero-price option, so anyone can play. The only game more permissive than that is the classic For Gold & Glory, which has a very liberal file distribution policy written into the source document. This is also out, on a shelf, and not going anywhere. If "not forcing others to pay to play" with you is important, pick OSRIC, FG&G, or Basic Fantasy. Stay away from boutique, expensive BX versions, versions without open licenses, or pay-to-play PDFs. I love some of these BX games, but they do get as expensive as a 5E habit, and asking people outside the hobby to play with them is a non-starter.
Shadowdark still stays out. Good game, and this and Nimble are more than enough 5E for me. They are small enough to be non-problems for storage and keeping them out. Small Book 5E is where the fun is in the 5E side of the hobby.
GURPS has been a favorite ever since 1.0 came out; I've loved this game. It never leaves, and it has a place on the living room shelf, so anyone who comes over can see I am a proud GURPS player. For me, this is the best full-featured generic game, and it is like 1E in the generic game sphere. This is the be-all, end-all of generic gaming, especially when you factor in sourcebook support. The only downside is the non-open license. If that matters to you, choose Basic Roleplaying from Chaosium. For me, GURPS has the best character designer in the hobby, and this matters since characters are at the heart of what I do and why I love the hobby.
Also on this shelf are my "Without Number" games, which are some of the best "I do not need anything else" games ever written. Cities Without Number is a better Cyberpunk game than many others in the genre. SWN can do both Star Trek and Star Wars easily; just change a few ship weapon names, and you are there. WWN is a best-in-class far-future science fantasy game. These games call to me, asking me why I still play others, and the simple, one-page rules summaries make play instant and easy. They are all BX compatible, so you have near-infinite adventures and toys for the system.
If you ever want to use BX as your "generic system," start here and don't look back.
BRP is a classic game, and under the ORC license, it is even better. If you know Call of Cthulhu, you know this system, and it disappears during play, with your character sheet driving the action and not the books. Under the ORC license, you are pretty much free to create your own games with this system, write adventures for it, or use the main book to craft games. This is probably one of the easiest generic systems to get started with in the hobby, and it is well worth playing this as your main game and ignoring most everything else.
Two games are taking the spot BX had in the living room, one of them being Champions/Hero System. There is an argument about why you need Champions and Hero System when you have GURPS. I still love this system; I have memories with it, and it is still one of the best "superhero wargames" you can play if you look at Superhero gaming as a tactical problem and not a roleplaying one. If I want roleplaying superheroes? It's GURPS all the way. For tactical combat and fiddly point-based power design? It doesn't get better than Champions, and the power balance feels extremely fair. Champions also feels like it scales better for hard-hitting superhero fights than human-based GURPS, with buying up defenses and hits easier and more built into the system. If I want my superheroes to feel like BattleTech mechs and wargaming units, Champions can't be beat.
Mutant Epoch joins the living room shelf! Why? It is a fun "rando game" where the system forces me to accept whatever the character creation dice hand me. Every character, I have no clue what to expect, and even my starting situation is random and unpredictable. This is one of the best post-apoc games for me: unhinged, silly, deadly, and completely random, with some excellent solo-play support. This is a cross between the classic Aftermath and 1E Gamma World, with a little classic Palladium TNMT thrown in. This is also only a half-shelf of a game: dense, packed with fun, and off-the-wall insane fun.
You can start with the core book and have enough for years of play. When you start to add the massive rules expansions, the options multiply into the trillions of character builds (or more), and the dice control your starting situation and fate. You will be challenged to play characters completely outside your comfort zone, indentured farmers to full combat cyborgs, holographic AIs to psychic cannabis plants; you have no clue what you are going to be, and that is such a refreshing change from 5E, where you walk in the door with your idealized character concept, the game hands it to you. You sit there bored with the "what's next" feeling in your gut.
I want to be forced outside my comfort zone so completely that my mind is changed about what roleplaying can be. Few games do that, and they have to be these "random start" games like this, DCC, and a few others. Goodman Games is far enough away from the OSR now that they are their own thing, and the dedication they put into preserving the classic era and artwork continues to amaze me. They also have a robust convention ground crew game, which keeps them popular and relevant in the hobby.
If you want to see what the OSR could be, and the new ideas that could be injected into the hobby, DCC is a great place to start. What I love is that the classes have "built-in fun" without adding too many rules, and the mechanical design feels strong and gives everyone a reason to be in the party. There isn't a class or race-as-class choice in here that I wouldn't be happy to have along, and that says a lot.
Palladium and my Goodman Games books are staying out; these are either solid memories for me or expressions of myself that replace today's mainstream power-fantasy games and challenge me. Palladium is still a great system, overly confused and page-flippy when it comes to character design, but they have some of the best and most flavorful non-D&D classes in gaming, and the entire game is an answer to AD&D, sort of saying, "we can do this better," and they pull it off wonderfully. Each system of magic is different, not commoditized into a bland, flavorless, and generic framework - but each system of magic in Palladium is its own mini-set of rules and spells. Some are not "combat casters," yet they still fit into the framework. The game lets bards be bards, and doesn't force them to be killers.
Palladium is a great system, a completely different viewpoint and philosophy on gaming, fantasy, and magic. When D&D gets stale, come here and experience a new point of view on fantasy gaming. Too many games copy D&D to the point where modern fantasy feels like the same freeway in a different state. If a game just copies D&D and its assumptions, I'll play the original and not have to learn anything new or have my assumptions challenged. I am not interested in big-box commercial games that restate others, outside of open and community gaming where preservation and sharing are why we play.






















