Unless you're reading this via a feed or Google Plus, in which case the preview image probably gave it away. Oh well.
#10 - Dragonlance: Fifth Age
#9 - Fighting Fantasy
#8 - Shadowrun
#7 - Cold City
#6 - Lamentations of the Flame Princess
#5 - 13th Age
#4 - Savage Worlds
#3 - Pendragon
#2 - Warhammer Fantasy Roleplay
At number one, of course, is Call of Cthulhu, which is only appropriate given that it's the best role-playing game ever according to both rpggeek and the arcane magazine poll that inspired this series of posts in the first place. I am being facetious, but only a little, because it is my favourite rpg ever and has been since I first played it.
My group at school knew of another group a couple of years above us, in the nigh-mythical Sixth Form. We didn't mix with them -- they had cars and didn't even wear uniforms! -- but somehow we got in touch with Dave, and he had such sights to show us! He introduced us to RuneQuest and Cyberpunk 2020 and Star Wars -- the latter only played once because of a misunderstanding in which Dave thought we hated it for some reason -- and Call of Cthulhu.
My memories of that first session are vivid. Dave lived in what seemed like an ancient cottage -- it wasn't -- in what seemed like the middle of nowhere -- it wasn't -- and it was the perfect setting to introduce a bunch of impressionable teenagers to horror gaming. We played "The Haunting" because everyone starts with that -- unless they start with the upcoming seventh edition, but that's an exasperated sigh for another day -- and it was wonderful. Characters were thrown out of windows while my character tried to deflect attention by claiming that it was a comedy film in production, someone got possessed and shot someone else in the back, and in the end the haunted house was burned to the ground, as I suspect happens in the majority of attempts at the adventure.
It was great fun but it was also scary, in part because we were playing it in the dark in the middle of the countryside and in part because it was the first time we'd played a horror game. There were no monsters to hit and no special powers to use to our advantage so we felt more vulnerable than we had in any other game up until then, and we had no idea what we were facing, and to use an appropriate quote, the oldest and strongest kind of fear is fear of the unknown.
That first game had quite the effect. We pestered Dave to run more adventures and the discarded sheets of dead or insane characters piled up. I bought three thick Lovecraft collections, and grappled with his baroque prose, a trial which didn't do much for me but impressed my English teacher. We all rushed out and bought copies of the rulebook and Tim ran some games, then Paul ran a couple -- including another creepy adventure played out in the boondocks -- and Stephen ran a few, and then I ran Horror on the Orient Express for a year for two different groups. We played the
Do I need to describe the system? It's been around since Raiders of the Lost Ark came out -- how appropriate -- and hasn't changed much so I'm sure everyone knows about it by now, but if not, guess what? It's quite simple! It's more or less RuneQuest with most of the fiddly bits taken out and is based on percentile skills, so is intuitive enough to be easy for even newcomers to grasp; I've introduced a few people to role-playing using the game, as everyone understands what Persuade 65% means, and the resistance table aside everything is on the character sheet and there are no hidden player mechanics.
Player-characters are normal folk rather than the specialists or heroes of most other rpgs, and are as such somewhat fragile, becoming incapacitated through injury and -- more often -- insanity; the latter mechanic is often derided as "mental hit points" and while it may not present a nuanced and realistic view of mental health it does the job for a game about librarians and archaeologists fighting ancient evil gods, is consistent with the source material, and once again it's presented in a simple and transparent manner that anyone can understand.
Of course, since the game has been around since Raiders of the Lost Ark came out and hasn't changed much it is a bit clunky in places, but just like a vintage car -- another motoring metaphor? -- a bit of affectionate tinkering gets it up and running and it's so light a system that there isn't much work required. I'm sure that my years of play mean that even I have managed to memorise at least some of the rules but I find I can run the game with a character sheet as a reference and that's a good sign, as it means the system gets out of the way and I can concentrate on the mystery and the horror, like that time that I got the players screaming in disbelief as an axe-wielding maniac started swinging at their characters.
I love this game to bits. It works for long campaigns -- I don't think it's as much of a character killer as some suggest, although I have heard stories of some proper meat grinders -- and it's an amazing fit for a one-shot scenario for a dark winter's night. It's a game in which the players feel actual relief when they finish an adventure, and the only game in which I've experienced actual fear. I have played it almost every year for almost two decades and I hope that I continue to play it
Next: nothing! We're finished! I'm sorry it took so long but I hope it was a worthwhile and interesting series.