A couple of posts ago, I noted that I felt I should have more games than I had previously considered, but kept coming back to the same handful. I mused further that it might be interesting to do an inventory, in case there was something I was overlooking.
So, last night I went through the shelves, and catalogued all the individual games that I had. In each case, I listed the game if I had a full set of the Core Rules for the game, which typically meant having a copy of the base book. I haven't listed a game if I only have supplements for it (which is unusual, but possible), nor have I listed the settings for individual games (which take up a fair amount of space on my shelves. I have, however, listed each distinct edition of a game separately.
Here's the list:
- Advanced Dungeons & Dragons, 1st Edition
- Advanced Dungeons & Dragons, 2nd Edition
- Adventure!
- Arcana Evolved (the second edition of...)
- Arcana Unearthed
- Armageddon 2089
- Babylon Project
- Babylon 5 RPG
- Call of Cthulhu d20
- Cyberpunk 2020, 2nd Edition
- d20 Modern/d20 Future/d20 Past
- GURPS Discworld
- Dungeons & Dragons Basic Set
- Dungeons & Dragons 3e
- Dungeons & Dragons 3.5e
- Dungeons & Dragons 4e
- Exalted, 1st Edition
- Hunter: the Vigil
- Iron Heroes
- Mage: the Ascension, Revised Edition
- Mage: the Sorcerer's Crusade
- Monte Cook's World of Darkness
- Munchkin d20
- Mutants & Masterminds, 2nd Edition
- OGL Cybernet
- Pathfinder
- Red Dwarf RPG
- Savage Worlds
- Serenity RPG
- Shadowrun, 3rd Edition
- Shadowrun, 4th Edition
- Star Wars d6, 2nd Edition
- Star Wars d20, 1st Edition
- Star Wars d20, Revised & Expanded
- Star Wars d20, Saga Edition
- Trinity
- Vampire: the Dark Ages, 1st Edition
- Vampire: the Dark Ages, 2nd Edition
- Vampire: the Masquerade, Revised Edition
- Vampire: the Victorian Age
- Vampire: the Requiem
- Warhammer Fantasy Roleplay, 2nd Edition
- Warhammer 40,000: Black Crusade
- Wheel of Time
- Werewolf: the Wild West
- World of Darkness
So, there it is: forty six games, some rather more fun than others.
Analysing the list
Of course, there are several repeated elements on the list: there are six distinct editions of D&D there (of which I'll only ever run 3.5e again), four distinct editions of two different Star Wars games (likewise, SWSE), five different Vampire games (none of which I'm likely to run again), and a few other games that either have multiple editions, or two different takes on the same subject. That probably drops it to about 30 truly distinct games.
There are also a handful of games that aren't really intended to be played, at least long term. GURPS Discworld is an amusing read, but it's a rules-heavy game built on a comedy setting; the match-up is entirely inappropriate. Not the mention that it was written many years ago, and therefore reflects a badly out of date version of the setting. Munchkin was always a comedy, not intended as a serious game (it's playable... but you don't want to). And, likewise, Red Dwarf is a game that would probably be fun, once, if you were already extremely drunk.
There are several near-D&D games on the list: Arcana Evolved, Iron Heroes, Wheel of Time, and Pathfinder. With the exception of Pathfinder (which I'll run if I'm using one of their Adventure Paths), I won't run any of these games for the same reason I won't run any edition of D&D other than 3.5e - they're all fine games, but D&D 3.5e does essentially the same thing, but better.
(That said, I have half an idea for an Arthurian one-shot, which might well fit better under Wheel of Time than D&D, due to the magic system. So, perhaps...)
There are also several different takes on the cyberpunk genre: Cyberpunk itself, Shadowrun, OGL Cybernet, and one of the d20 Future modules. I do love the cyberpunk genre, and would very much like to run a game in a dystopian future, but the best candidate is... none of them. All four of these games, even the ones first published in the Naughties, are based on outdated 80's views of the future - chrome cyberware, megacorporations, and the like. None of which sits terribly well. Plus, I had a really bad experience with Shadowrun, so that's a non-starter.
Adventure! is a great, light, fun pulp game... but Savage Worlds does the same thing (and more), and does it better. Still, it's one to consider for a camping trip or similar, as it seems to require less stuff than Savage Worlds.
So, what does that leave? D&D of course, Armageddon 2089, Babylon 5, Call of Cthulhu, d20 Modern, Exalted, Hunter: the Vigil, Mage (both versions), MC's WoD, Mutants & Masterminds, Savage Worlds, Serenity, SWSE, Trinity, WFRP, WH Black Crusade, Werewolf: the Wild West, and World of Darkness.
That's nineteen games, which is not to shabby. But...
Scratch Mage: the Ascension. It's a fine, fine game, but I prefer the historical version. Sorcerer's Crusade can stay, though; I may well find some use for it.
Scratch Call of Cthulhu. The d20 implementation is... interesting, but it has a deep structural flaw that makes it unsuitable for its intended purpose. It would be fine as a modern-day pseudo-horror adventure game... but d20 Modern does that better. A shame.
Scratch Exalted. Another fine, fine game, but it requires a particular mindset to run well; and it's a mindset I just don't have. I've tried; I can't do it justice.
Scratch Monte Cook's World of Darkness. This is a d20 implementation of the White Wolf World of Darkness, and it's interesting... it's just not particularly good. In fact, it's a game that I periodically forget that I have; were it not for my hoarder's instinct, it's one I would probably get rid of. (Interestingly, both this an Call of Cthulhu d20 are penned by Monte Cook. They're both attempts at horror games in d20 by the designer who probably knows that system better than anyone else in the world, and they both fall somewhat flat.)
Scratch Werewolf: the Wild West. Another fine game, but there's another GM in our group who does wild west better than I can, and who has demonstrated that the Savage Worlds version of Deadlands is far superior to this White Wolf take. Other than stealing the timeline information and the firearms rules for my "Terminator" game, I doubt I'll be using this again.
Likewise, scratch Warhammer Fantasy Roleplay. A great game, one of my absolute favourites, but again it's a game that another GM in the group runs, and runs very very well. So, I'll leave that one for him!
And let's drop Trinity as well. This was a neat little sci-fi game from White Wolf, but it really needed some supplements to make it work (which I don't have), it's now rather dated in both setting and mechanics, and it's just not something I feel any great urge to play again.
Which Leaves...
That leaves an even dozen games.
D&D will remain a favourite game, whether I continue with 3.5e, switch to 5e when it is released, or perhaps replace it with Nutshell Fantasy. Either way, I'll probably consider that a 'campaign' game - I'll use it for campaigns, I may use it for recruiting events, but I'll stay clear of it for more normal one-shots.
The other two "big three" games, the ones that I'll return to time and again, appear to be Star Wars Saga Edition and Serenity. These are both just really fun games, with interesting and open settings to use, and which never seem to lack for players. I'll use these for both campaigns and one-shots, as the tides take me.
I have three "toolkit" games - games which tend not to lend themselves to being played "as is", but which make it easy to construct all manner of settings and scenarios. These are d20 Modern (with the Future and Past expansions), Savage Worlds, and World of Darkness. Of these, the one I'm most likely to use is WoD, which I'll use for all manner of one-shots. I may well use Savage Worlds at some point, again for one-shots. d20 Modern I'm much less likely to use, although if there's anything that I want to run as a campaign, that's probably the most robust system, so I'll probably go for that one.
Then there are my staple one-shot games: Black Crusade, Hunter: the Vigil, and Mutants & Masterminds. I like all of these systems, I like all three settings, and I find it reasonably easy to be inspired by all three.
And that finally leaves me three others. And I'm not entirely sure what to make of them.
Mage: the Sorcerer's Crusade I've mentioned before. It's a fun game, and one I'll run if and when a good idea comes to me. There's not much else to say about that, except perhaps that in the last decade I haven't really had any "must run" ideas!
Babylon 5 is perhaps a game I like more in principle than in practice, especially now that the show has been done for so long. If I were to do it, I'm inclined to think I would do a "Crusade reboot" campaign - the party are the crew of the Excalibur, seeking for a cure for the Drakh plague. I don't expect I'll use the game for one-shots (Star Wars and Serenity being preferred choices), so... maybe.
Finally, there's Armageddon 2089, which you've probably never heard of. This was a short-run Mecha game from Mongoose, with an absolutely fascinating setting. The only problem is that it requires a lot of work, so isn't really suited for use as a one-shot, and I far from convinced I'm interested enough to try to run a campaign. And besides, I'm more or less convinced that mecha stories are a visual medium, so won't work well in an RPG context. So this may well remain the game that I'll always really want to run, but never quite get around to.
Conclusion
For two massive bookshelves heaving with games, there's relatively little I actually want to run!
The upshot of this exercise is that I was more or less right in my assessment of the games that I'm likely to run. Other than adding Mage to the list for one-shots, there's really not too much else to add. Still, it was fun to be reminded of Armageddon 2089, Babylon 5, and my ongoing frustrations with cyberpunk-genre RPGs.