Hello, my name is Frank, and I'm a roleplayer.
(Hi, Frank.)
In grade school I entered the hobby through a side door: Metagaming's Melee and Wizard, which expanded into a full RPG called The Fantasy Trip. Oh, I found AD&D and Traveller at about the same time, but TFT set my expectations: lightweight rules, human-level heroes, and deadly fights. Discovering RuneQuest in college raised the bar yet again, and when I've played D&D I've done so more for the people than the game.
However, of all the flavors of D&D, I've liked Basic/BECM D&D the best; the rules were clearly written and straightforward, unlike OD&D or AD&D, and tactics took a back seat to exploration and storytelling. Labyrinth Lord and Mutant Future got me thinking and reading about "Old School" gaming, and the culture and practice of those times that wasn't included in box sets. My copy of LotFP is somewhere in the US Mail, but from playtest rules and Mr. Raggi's previous modules, I suspect it will be my sort of game.
My current favorite systems, while I wait for USPS, are FATE, PDQ (Swashbucklers of the 7 Skies and Jaws of the Six Serpents especially), Basic Roleplaying, Mongoose's RuneQuest II (almost the same thing), and Barbarians of Lemuria, with soft spots for Call of Cthulhu, as an homage to one of my favorite authors, Mongoose's Traveller, as a revival of an old favorite, and GURPS, as the overambitious child of TFT.
(EDIT: I'm also beginning to warm to West End's D6 system, because of a Star Wars D6 game I'm in.)
If I have an overriding philosophy, it's that rules should be a stepping stone, not a stumbling block.
Last edited by fmitchell (2010-08-16 21:23:13)
"There was a goblin, or a trickster... Or a warrior... A nameless, terrible thing, soaked in the blood of a billion galaxies. The most feared being in all the cosmos. And nothing could stop it or hold it, or reason with it. One day it would just drop out of the sky and tear down your world." -- The Doctor, Doctor Who, "The Pandorica Opens"