runequester
Swordsman
- Joined
- 29 Apr 2018
- Messages
- 474
I hope you'll forgive writing in English:
For me, the defining games were:
Drager og Dæmoner + Expert.
Yes, the Danish version
While the adventures didnt always live up to the premise, It established fantasy gaming as something other than just chopping up monsters. That characters could (and should!) be able to develop in any direction you wanted and that the game world should be logical and consistent.
It established for me that skills were more fun than character classes and that characters should advance based on what they actually did. It also has about the only magic system I've ever liked in a game.
Warhammer Fantasy role play (1st edition)
For us specifically, the fact that you played as "normal people" made the game really come alive. This was the game that really taught us that a character could be a "person". They weren't fighters or paladins, they were just people with jobs and goals and agendas.
This was the game where we started thinking about what their family might look like and how they fit into the whole thing.
Werewolf the apocalypse
Really all the 90's WW stuff, but Werewolf just blew our minds. Playing a super powerful monster, fighting a war in the shadows of civilization as the world was crashing to an end. It was metal AF and we were into it.
I think if we'd played it earlier, we'd not have understood it and later, we might have bounced off of it, but right then, for a bunch of 15-17 year olds? It was fire.
There's other games that taught important lessons about what skills can be (Heroquest), about why hardcore simulation can be fun (Harnmaster) etc. but those three definitely loom the largest.
For me, the defining games were:
Drager og Dæmoner + Expert.
Yes, the Danish version
While the adventures didnt always live up to the premise, It established fantasy gaming as something other than just chopping up monsters. That characters could (and should!) be able to develop in any direction you wanted and that the game world should be logical and consistent.
It established for me that skills were more fun than character classes and that characters should advance based on what they actually did. It also has about the only magic system I've ever liked in a game.
Warhammer Fantasy role play (1st edition)
For us specifically, the fact that you played as "normal people" made the game really come alive. This was the game that really taught us that a character could be a "person". They weren't fighters or paladins, they were just people with jobs and goals and agendas.
This was the game where we started thinking about what their family might look like and how they fit into the whole thing.
Werewolf the apocalypse
Really all the 90's WW stuff, but Werewolf just blew our minds. Playing a super powerful monster, fighting a war in the shadows of civilization as the world was crashing to an end. It was metal AF and we were into it.
I think if we'd played it earlier, we'd not have understood it and later, we might have bounced off of it, but right then, for a bunch of 15-17 year olds? It was fire.
There's other games that taught important lessons about what skills can be (Heroquest), about why hardcore simulation can be fun (Harnmaster) etc. but those three definitely loom the largest.