And reminded me about systems I used to favor, systems I've only read, and systems I've only heard about. Here are some of them:
Other systems out there are also creeping around the edges of my awareness, too many to reasonably attempt, but I can dream.
- D6 - ghostbusters has been on the plus threads recently, which makes me happy. I ran it a lot, ripping off and tweaking adventures from Call of Cthulhu and Chill to add that humorous spin. Then Star Wars came round and I ran that a lot - and became the first system I messed with (badly) with house rules. Hope to go back to it again.
- Amber diceless - there's a new game out which I hope to explore which is based on the Amber Diceless system. Never played it, fascination with diceless systems have always been there, and I like to see how gods are handled system-wise.
- Mortal Coil - speaking of handling gods, one of the campaign frames for Mortal Coil does deal with gods. However, my main interest in this system is how it handles magic across multiple spell casting styles and systems.
- Gumshoe - been looking at this damn system since Trail of Cthulhu, Esoterrorists, Mutant City Blues, and Ashen Stars. Need to run a game with this soon.
- RuneQuest 6 - tried building a character for this already, but the multiple magical disciplines are different enough to constitute separate systems to learn.
- FATE - Now that I'm able to appreciate the game system elements, thanks to the sideways entry through Cortex Plus's Marvel Heroic Roleplaying, I'm trying to pick the right game or setting to tackle this system with.