1. What is this FAQ?
This FAQ is a collection of my opinions and reviews of many of the major Role-Playing games available. As such, I've reviewed each setting and given it a 1-5 star rating based on my opinion of how playable and fun the world is (1 star being the worst). Naturally, a referee can make even the poorest setting fun, or the setting with the most potential boring. The rating therefore only reflects how detailed I feel the world is and the world's overall potential for a good game.
This document is a review of the various worlds, places and games on the market. Note that it covers only games I have personally played or used, therefore, there may be many games that I've missed. I apologize if I don't cover a game you particularly wanted to hear about. Hopefully, most major games are covered. Specifically, I haven't covered GURPS.
For each publisher, I've tried to cover a little background about the company. I describe their rules system. Having a lot of rules to cover every situation can make for a very realistic game, at the expense of some speed and playability. I also go into a bit of detail as to how well the various worlds published by the company are compatable with each other; that is, how easily players who are playing one game can 'import' their characters into another world by the same publisher.
1.1 What is a role-playing game?
A play without a stage or script, snakes and ladders without the board, a computer text-adventure game without a computer, a strategic game like Risk or Stratego with a billion more pieces... It's characteristically hard to define a Role-Playing game because it can be so many things.
Generally, the following are true about most role-playing games. Each player creates a character in a fictitious setting. This is somewhat like a play or movie, the players are actors taking the part of a character. However, there is no set script; players are free to do anything they want. Good role-playing requires that players not do just /anything/, but try to do what their character would do. In the book, Moby Dick, captain Ahab is obsessed with killing the white whale. If a player was playing the part of captain Ahab, good role-playing would require the player to make decisions as if she were captain Ahab. This might mean having her character obsessively pursuing the whale across the oceans, even though the player might be a shy, retiring sort, or not even male.
In a sense, it is like abstract acting. There is no stage or props, and the world is entirely inside the heads of the players and the referee. Typically, people who enjoy acting also enjoy role-playing games. Even people with no previous acting experience are drawn to the game though, some later go on to theatre, but many are content just to play and have fun.
A character starts out as a bunch of randomly-generated numbers on a sheet of paper. Typically, players roll dice to decide how strong, intelligent, clumsy and attractive their character is. Then they construct a basic personality around the numbers. As the game progresses, and their character makes more decisions, the personality of the character develops.
Ideally, the game is played with about four-to-six people and a referee. The referee is called many different things depending on which game you are playing, but most people will recognize the term "Game Master". The Game Master makes final decisions about the outcome of player's actions. The GM is the player's link with the world. S/He tells the player what their characters see, and what the consequences of player's actions are. Typically, the GM designs a basic setting for an adventure. A sketchy novel with just the outline filled in. Players use their characters to learn about the world the GM placed them in and to make decisions that will ultimately influence the outcome of the adventure. In that sense, the players are playing characters in a novel without an ending, creating the story as they go.
Most role-playing games have descriptions and examples of how to play in the first few pages of the player's books. Each book describes a setting and the rules of play. The rules exist to make sure that the actions the characters take have realistic outcomes. Can your character scale a 20-foot wall with his bare hands? Will the evil mercenary hit you with his sword? The rules help create the world the characters live in.
There is no final objective to Role-playing games, although there are temporary, short-term objectives. There is no point when the game has to end. It ends when the players and the referee decide it ends.
2. Advanced / Dungeons and Dragons
Publisher: TSR (now a division of Wizards of the Coast)
Setting: Medieval Fantasy
Company:
Dungeons and Dragons is the granddaddy of the Role-Playing games. Originally published in the 1970s, it attracted a loyal following of people. Characters have many classes (occupations) and races to choose from; elves, halflings, dwarves, humans, gnomes, half-elves and others. It is set in a fantasy medieval world. There is no electricity, guns are just being invented and are extremely primitive and dangerous, knights in shining armor abound. There are also wizards and mages capable of flinging fireballs and opening gates to other dimensions. Many other role-playing games followed it.
Rules:
Dungeons and Dragons (D&D) is a simple game, excellent for beginners. AD&D is used more, and is much, much more complex. AD&D has rules to govern almost every situation your characters may chance across. Later versions of AD&D are best played with miniatures. TSR publishes separate books for the referee and the player. The main book for players is the "Players Handbook" (PHB), the main book for referees (Dungeon Masters) is the "Dungeon Master's Guide" (DMG). TSR publishes a series of books detailing each race and class available, providing kits to help players develop their characters more.
Compatability: Seamless
TSR's worlds are all compatable. Characters from one world can, and often do, go to other worlds. Conversion rules are not necessary, the worlds are similar enough that characters need not be adapted. Some advantages and penalties exist for going to worlds that are not your own.
2.4 Dragonlance
Overall: **** (A good change of pace...)
Detail: ****
A fascinating and unique AD&D setting. Wizards here have to choose to follow one of three paths; good, neutrality or evil. Different paths provide access to different spells. Furthermore, magic is governed by the three moons (one each for the different paths), depending on the phase or alignment of the moons, wizard's magic may be diminished or enhanced. Dragons are particularly active in this world. This world also modifies two basic races; gnomes become "Tinker Gnomes", a race of genius inventors who never seem to build anything that really works. Halflings become "Kender", light-fingered 'borrowers' of other people's property, immune to fear, intensely curious about everything.
There has been a major revision to Dragonlance; it is now "Dragonlance 5th Age." The system of magic they once used has been replaced entirely, the gods of the world are all gone. Although it now has a solid, entertaining system, I personally think the older systems were more unique and interesting...
3. Palladium
Publisher: Palladium Games
Setting: Varies, Medieval Fantasy to post-modern futuristic
Company:
Palladium is a respected name in the RPG world. Unlike TSR, Palladium publishes books intended to be used by both the Referee (Game Master) and the Player. Some sections of the books are not intended for players to read, which can get kind of awkward. Whereas TSR tends to stick to the same basic set of races and classes, Palladium introduces new races and occupations with every book. This is both a benefit and a drawback, as some new players are bewildered with the large variety of choice.
Rules:
Most of the material in the books details the worlds and setting of the game. Rules are relatively simplistic and designed to keep the game moving along, with some realism sacrificed.
Compatability: Possible
Palladium's worlds are all compatible. Players from one world can travel to another through gates, wormholes or wierd magic. However, characters from some worlds would be at a severe disadvantage in another. A Palladium elven warrior would be at a distinct disadvantage in Rifts, with it's super-armor and high-tech weapons. Palladium has several Conversion books that allow players to adapt characters to the new world.
3.3 Heroes Unlimited
Overall: *** (They basically copied their other books)
Detail: ** (Almost no setting. But then again, it's Earth... read comics!)
This is set in an alternate-modern age. 20th century, but with mutants and super-powered beings (like Superman and Batman). There are also fiendish enemies and organizations for your heroes to overcome. There are rules for generating powerful characters, whether mutants, aliens or robots... Unfortunately, if you have bought other Palladium books, Heroes Unlimited simply replicates information in them; worse yet, the information is condensed and major parts have been removed. Reading through this book, I didn't see any new rules or equipment. You can create powerful mutants using a condensed form of the TMNT mutant creation system. You can create cybernetic heroes using a condensed form of the Rifts rules. Other hero creation rules have been taken from Ninjas and Superspies and even Palladium. If you own the other books, this book won't be that useful to you.
4. Chaosium
Publisher: Chaosium Games
Setting: Modern horror & occult
For people who like the dark side of role-playing. For people who like role-playing without all the hack 'n slash. Chaosium's games require a lot of thought and good ideas. Chaosium publishes relatively few books compared to TSR and Palladium. Like Palladium, the books are intended for both the referee (called the Keeper) and the players.
Rules:
Chaosium's books have very few rules. Like White Wolf, this company has forgone attempts to create a detailed and comprehensive rules system in favor of a strong emphasis on Role-playing and acting. In the 'Call of Cthulu' setting, combat with evil creatures is essentially suicidal anyway.
Compatability: Possible (characters are likely to be antagonists)
Chaosium's settings can be combined, both are different views of the world. The combination would be interesting and perhaps a little convoluted, but an imaginative Referee should have fun with it. There are no explicit rules or suggestions on how to integrate the two however. Unlike other RPGs, there aren't any player 'Levels' with set amounts of experience to the next stage. Instead, players improve skills that they use - providing smoother play and a slightly more realistic view of experience.
5. Champions
Publisher: Hero Games
Setting: Modern mutants (like X-Men, Superman)
Rules:
Almost the entire book details character creation. Combat is simplistic, and there aren't many other rules. Expansion books detail new worlds and settings somewhat, but still- the emphasis is on building a powerful character.
Compatability: N/A
As far as I'm aware, this publisher only has one line of RPG books...
Overall: *** (Emphasis on combat, but imaginative...)
Detail: ** (Much more emphasis on designing a character.)
Ever wanted to play the part of a mutant with strange powers? This game is especially unique in that creating players involves no dice. Instead, you have an allotment of points that you use to build the character you want. Players can build literally anything they want, still coming out with reasonably balanced characters. The only dice used in the entire game are six-sided.
6. FASA
Publisher: FASA corporation
Setting: Futuristic and medieval fantasy
FASA produces a few games, not nearly as many as the main publishers, but their games are still excellent, top-quality works. Some books are intended for both players and referees (with split sections), others are intended exclusively for the referee.
Rules:
Battletech has a strong, extensive combat system, but almost no emphasis on role-playing. Earthdawn is just the opposite; a fairly simple combat and rules system (albeit a bit more detailed than Chaosium or White Wolf) and a strong emphasis on role-playing and developing your character.
Compatability: Not possible
Fasa's worlds are not compatible with each other. Battletech characters would be at an extreme advantage in Earthdawn. Likewise, Earthdawn characters would probably get squished or fried to a crisp within minutes of combat in the Earth of Battletech.
6.2 Earthdawn
Overall: ***** (Lots of potential)
Detail: **** (Excellently written and designed)
An excellent setting in a fantasy world. The world was recently in a time of chaos, huge, powerful and really nasty creatures called Horrors roamed the world, destroying and terrorizing the inhabitants. The various races hid inside magically-walled cities for generations. Now the magic tides of the world have ebbed, most (but definitely not all) Horrors are gone, and people are emerging to once again inhabit the world. There is magic (some of it dangerous to cast), flying ships, a few dragons and a dozen or so races. Earthdawn uses some rules and methods of handling combat and spells that are unique, and probably unfamiliar to players of other RPGs. In Earthdawn, you use your experience points to "buy" skills, rather than all skills improving as you progress through fixed levels.
8. White Wolf
Publisher: White Wolf Game Studio
Setting: Modern Gothic-Punk
White Wolf is a respected publisher in the RPG arena. Although they publish relatively little compared to TSR, their books are packed with useful ideas and rules.
Rules:
White Wolf games use the Storyteller system, the large emphasis is on role-playing, very little attention has been given to combat and rules. Perhaps 10 pages or so in each of the core books have been given to rules (and the rules system is the same for all their games) the rest of the books have adventure tips and ideas.
Character generation is by the Point system. The only dice used in the entire game are 10-sided (although you need a LOT. Think like 30 or more)
Compatability: Seamless (characters are likely to be antagonists)
All the main White Wolf products; Mage, Vampire and Werewolf share the same Earth setting. Each group has their own aims and goals, which frequently puts them at odds with the other groups. Players from one group would probably find themselves the antagonists in another group. It would require good role-playing to play a mixed group, but then- that's what the system is about. Each set of books presents another side of the same story and has the potential to add a lot to the game.