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#525900 06/05/09 10:00 AM
Joined: Jan 2008
Posts: 306
Shark
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Shark
Joined: Jan 2008
Posts: 306
What's the most obscure role playing games you've played?

I've got several, but the one I'd pick as the most obscure was published by an Australian guy. The game was Hunter Planet, and the PCs were aliens going on a safari hunting vacation on a newly discovered planet, named Earth. The initial surveys of the planet, just a few hundred years earlier, showed the inhabitants to be at a suitable level of technology for hunting expeditions.

It was a comedic sort of game, since of course the PCs are landing on Earth in the modern day, when the opposition they'll face is far greater than they expect. They've still got alien tech on their sides, so despite being alien businessmen on holiday they still have a decent chance to get back to the ship alive.

Great fun, if fairly limited replay value.

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Mine was called (I think) Thieves Guild. It came as a boxed set, and had an add on setting called Haven (I think). This was back in, oh, 1986/87? Regardless, it was great fun.

Joined: Jan 2008
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Shark
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Shark
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Posts: 306
I remember the series of shared universe stories called Thieves Guild, but hadn't seen an RPG based on them.

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I don't think it was a terribly professional or well distributed thing. The book came as pages punched so you could put them into a 3-ring binder. It was a very, VERY simple system, but the ideas and possiblilities it contained was huge! That game taught me how to go without rules (GM by the seat of your pants) and just roll with it to make a game that was fun for Everyone.

I still remember the Haven supplement as one of the best I ever used. It was laid out as settings, with people and places loosely described, but almost every place had a 'hook' that you could use and embroider into a great adventure. When GMing, I was never successful using prewritten adventures, as I would inevitably get something wrong and mess up the storyline/change my mind and rewrite things based often on some offhand remark a player made or such. The nice thing about the Haven setting was it was very loose, so you could run it as you chose, with lots of little ideas embedded that you could take off with and turn into a multi-night epic or use as a half-hour filler.

Sorry for the long post. Can you tell I haven't played in a loonng time?

Joined: Jan 2008
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Shark
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Posts: 306
Seat of your pants GMing is the best! I've gotten to the point where my adventures are little more than a paragraph of concept and a list of major NPCs. Everything else flows from the players interacting with the world. Some of their ideas are better than anything I could have come up with.



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