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 The Big Friendly List of RPG rules with links and stuff... 
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Myopic Sycophant
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Joined: Wed May 06, 2009 8:37 pm
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Location: Greenville, SC
Post Re: Popular RPG Systems
The trilogy of Dark Heresy, Rogue Trader and Deathwatch also appear to be missing; since these are Warhammer 40K RPGs I think they qualify as "popular" by virtue of setting exposure alone. If you'd like I can write up blurbs for these.

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Tue Feb 08, 2011 4:50 pm
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Skies of Glass Historian
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Post Re: Popular RPG Systems
Please do, it's a living list. If you have some insight to these games, a quick blurb (and perhaps links) would be appreciated.
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TAZ

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Tue Feb 08, 2011 8:35 pm
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The Baron's Body Double
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Post Re: Popular RPG Systems
Anyone know an alternate place to get Everyone is John? The site seems to be perpetually down.

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Sun Feb 13, 2011 12:02 pm
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Post Re: Popular RPG Systems
I just happen to have it on my thumb drive. -- TAZ
------------------------------------------------------------------------------------------

Everyone is John
A competitive roleplaying game for three or more people.

Everyone is John is a humorous, competitive roleplaying game about playing the various personalities of John, an insane man from Minneapolis. One participant is the GM, or, in Everyone is John lingo, "Everyone Else." All of the other players are Voices in John's head.

Everyone is John uses six-sided dice (you really only need one, but it might be easiest if every participant carries one) for play.

Voices
Voices are the Player Characters of Everyone is John. They are defined by a simple character sheet:

Willpower
Willpower is a pool of points that the Voice can spend to take control of John or improve its chance of success in any given action. Willpower will go down and up a lot in the game, so it might be easier to represent it with tokens rather than numbers on a page. Willpower starts off at 10 for most Voices.

Skills
Each Voice has two or three skills. This is a freeform game, so just write down a short description of the skill, like "Drives well," or "Good at persuading people." Most Voices have two skills, but you can have three if you start at 7 Willpower instead of 10.

Obsession
This is kind of like a winning condition: if you complete your obsession more than other Voices complete their obsession, you win. Obsessions come in three grades: Level 1 (pretty easy to accomplish, like "Pigging out on candy"), Level 2 (more difficult or risky, like, "dressing up in women's clothing and hitting on strangers,"), and Level 3 (nearly impossible to accomplish, like, "Blowing up buildings"). The harder obsessions count more than the easier ones.
If you're going to seriously compete with the other Voices, you probably should keep your sheet a secret.

John
John is a totally insane man in Minneapolis. He is controlled by the Voices in his head -- one at a time, of course.

John is not terribly competent; he has difficulty with a lot of things that you and I might take for granted. Whenever John attempts anything that an ordinary person might have any chance of failure at, he needs to roll for success.

The Voice who is currently in control of John does the rolling. If that Voice has a skill that covers the challenge, the Voice needs to roll a 3 or higher on the single d6. If it doesn't have a skill, it needs to roll a 6. However, before the roll, the Voice can spend any number of Willpower points to get a +1 per point spent on the die roll. This can make success automatic.

Becoming the active Voice is a bit of a challenge, though. Whenever John wakes up or gets hurt, a test for control of John happens. Also, whenever the currently active Voice fails a roll or completes its obsession, a test for control of John happens.

When a test for control of John occurs, all of the Voices who are interested simultaneously bid one or more Willpower points (if you're using tokens for Willpower, it's easiest for everyone to just hold out the tokens in their closed hands, and then, when everyone's ready, reveal the number of tokens). Voices don't have to bid if they don't want to (and you can hold out zero tokens if you want to fake out the other Voices). The highest number of Willpower becomes the active Voice. If multiple people bid the same highest amount, then they roll off to see who becomes active.

The Voice who becomes active loses the amount of Willpower it bids. All others keep their bids. It's perfectly acceptible for the previously active Voice to win a bid and remain active.

Whenever John wakes up, the struggle for control of John happens before the GM describes the situation John wakes up into.

John is pretty easily distracted. Whenever nothing exciting is happening for ten minutes or more (such as on a bus ride or the like), the GM should roll a die. On a roll of 4 or higher, John goes to sleep and wakes up whenever (prompting a struggle for control of John). When John naps like this, all of the Voices gain one Willpower.

Playing
Play begins with John waking up in the morning (and a test for control of him). The GM then describes the circumstances into which he wakes up. With John, you never can tell. He could be in a gutter somewhere, or he could be in a palatial estate, or anywhere in between. The Voices really have no idea how they ended up here.

At this point, the Voices should start working on fulfilling their obsessions and avoiding getting John killed. Inevitably, their Willpowers will decrease. Once all of the Voices are out of Willpower, John sinks back into sleep, and the game session is over.

At this point, the Voices reveal their obsessions and count up how many times each was filled. Note that it counts for you if someone else is Active and fulfills your obsession.

Now, multiply the number of times you fulfilled your obsession by your obsession's rank (1, 2, or 3). That's the number of points you have. Highest number of points wins the game, and, generally speaking, is the GM of the next game of Everyone is John.
------------------------------------------------------------------------------------------
Everyone is John © 2002 by Michael B. Sullivan.

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Mon Feb 14, 2011 10:44 am
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The TOFtBCH Trigger
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Post Re: Popular RPG Systems
zircher wrote:
Everyone is John
A competitive roleplaying game for three or more people.


Image

I can't decide if I never want to play that, or if I ONLY want to play that.

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Mon Feb 14, 2011 11:01 am
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Post Re: Popular RPG Systems
It certainly sounds like it would make for a great con one-shot game.
--
TAZ


GM: "You wake up to the roaring sound of a rocket motor and hurricane force wind as the pilot in front of you ejects."

It's like Fiasco and Quantum Leap roled up in one game. :twisted:




[Yes, the misspelling abuse is intentional.]

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Mon Feb 14, 2011 11:05 am
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Post Re: Popular RPG Systems
So. Awesome.

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Mon Feb 14, 2011 1:13 pm
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The Baron's Body Double
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Post Re: Popular RPG Systems
Many thanks. I got to play this last Saturday and am now seriously considering running it at FtC. Perhaps with some twist, like "Everyone Is Azhrei".

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Tue Feb 15, 2011 6:25 am
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Post Re: Popular RPG Systems
Gah! Well that's gonna put a crimp on the idea I had for a story game. It was gonna involve each player being a different personality of a crazy person.

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Tue Feb 15, 2011 10:09 am
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Post Re: Popular RPG Systems
Added blurb and links for Kagemutsu and Stars Without Number to the main list.
--
TAZ

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Thu Feb 24, 2011 1:33 pm
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