Tome has rough spots in the gear system that require a fair bit of effort on my part, one of my players actively didn't enjoy the last campaign with the system (the one who played Caste), and it seems that my players don't hold great love for the higher power level. Say what you will about Tome being no more powerful than primary casters, that still requires properly played casters, which none of my available players can reliably do. They don't cry 'animu' or anything stupid like that, it's just a vague lack of satisfaction.
Deadlands & Shadowrun are too complicated in system for swift play, especially with my limited familiarity and the fact I've noticed that I can't pull encounters out my arse like I can with fantasy settings.
Star Wars SAGA, while simpler to run and familiar in system, suffers ever so slightly from my fantasy-focused writer's block; though not by much, since it's just reskinned fantasy, ultimately. The big thing stopping it is that one of my players actively dislikes SW, which stops the considering in its tracks.
M&M, while fun and familiar, requires just a little too much prep work. You can do it without much prep work, but I know I won't be able to resist the temptation to fully stat each villain I'll use (so damn fun).
Paranoia, Call of Cthulhu, & Gatecrasher are all too one-shotty for a regular game.
Sorcerer, In a Wicked Age, & Amber are all too 'narrativist' for my players. They want them some numbers and sword stabbing.
I wouldn't run a 4E campaign on a dare.
In my quest to find a game that has the right balance of hack, quick rules without being too shallow, and my ability to run fast-n-loose with plot...
- Rifts
- OD&D
- Iron Heroes
- Exalted(?)
And so, before life gets too busy, I have a couple weeks to prepare for a new Iron Heroes campaign. For certain, I'm going to be using the Iron Heroes Hack. The big issue Frank has with feat obsolescence is solved in my game by letting them switch out the redundant feat when they take the upgrade, and I don't have to worry about these players finding a way to abuse that rule. None of them have ever multiclassed, so I doubt they'll change their minds. Combined with Hong's variants, three classes don't have tokens (Harrier, Man-at-Arms, Weapon Master); and from what I'm hearing so far, any possible multiclassing that the party will try out will be with those three. When it comes to using monsters to throw at the party, there's a plethora of beasts in 3.5 that are light on the SLAs & true SoDs; I should know, I've used such in at least two campaigns that reached into the teens with this system.
I have two big considerations to prepare for, setting and magic. The book's arcanist doesn't work. I've gotten some mileage with the right circumstances by using Puckett's Corruption Add-on, making conjuration only summon reskinned astral constructs (outsider type rather than construct), flat-out ignoring most of the schools' problems because of players never showing an interest to begin with, and letting the limited imagination of one player run free with the illusions from the book. I don't know if I want to leave it up to luck this time around, so I should consider how to handle it this time around. There's using something like the binder from Tome of Magic, having another go at the schools with house-rules, using Jackal Mage's Ironcarnum (also with house-rules), or stewing a bit to find another option. Any ideas would be welcome.
And finally, setting. Except for one attempt that died due to new players leaving just when things were most crucial, I've run all of my IH games in the same world as Elric of Melniboné. I suspect I should use a change so my players can see something new, but I don't know what. This is going to be the hardest part, and I've love ideas here the most.