mikemearls24 points19 days ago
I started doing this stuff in 1999, so I’m pegging everything before that:
GURPS 2nd edition – Platonic ideal of a universal engine IMO. Just enough detail to get you playing without overwhelming you with rules.
Call of Cthulhu 4th edition – Cthulhu I started with.
Ars Magica 2nd edition – liked the approach to magic, first game I encountered that really integrated setting and rules
Broken Covenant of Calebais for ArM – had a lot of fun with this, dungeoncrawl built by Jonathan Tweet that tried to not be a dungeon
Shadowrun 1st edition – my elf can have a gun and nobody thinks that’s cheating. Sign me up.
Early White Wolf magazine – before the Internet, was the best gateway to RPGs beyond D&D
Unknown Armies 1st edition (squeezes under the deadline) – kind of felt like modern day Ars Magica to me, setting and system really work well, hard to not come up with great campaign ideas reading it
Vampire 1st ed – clans were great, added a distinct flavor to the vampire myth and made it easy to figure out why the characters were actors in the world
Mage 1st ed – there’s nothing more fun than figuring out the convoluted series of coincidences that end with a Terminator-like assassin ending up getting sucked into the engine of a low-flying 747
Warhammer FRP – I bought this one only because of the oranged-mohawked dwarf on the cover, chopping an orc in half. was not let down.AMA: Mike Mearls, D&D Creative Director.