Showing posts with label RPGaDAY 2014. Show all posts
Showing posts with label RPGaDAY 2014. Show all posts

Sunday, August 31, 2014

RPGaDAY - Day 31 - Favorite RPG of all time

This one is a little difficult because I don't really think of RPG's like this, ranked or favored or in some kind of order. They're more like a cloud, with the ones I am running and the ones I am reading more prominent in my mind at that time but still floating against a backdrop of hundreds if not thousands of systems, settings, adventures, and campaign possibilities.  There are memories of what I have played and done in the past, thoughts about what I am playing or running now, and speculation on what I might do in the future.



Then again, it's fairly easy because there is one game I have run or played pretty much continuously for 35 years and that pretty much says everything that needs to be said. It's not an accident that we're circling back around to the first couple of days of this event.


I don't think there's been a time longer than 3-4 months where I wasn't running or playing some kind of D&D game. Now I've done plenty of things with plenty of other games in and around the D&D stuff but it's been the constant. Even those times when I have grown tired of something about the current edition I've kept with it for my friends who were still excited and enthusiastic about the game. Even then there is usually some shiny new or overlooked old article or supplement that brings a new angle to the game, or even a new edition.


Honorable Mentions:

  • Gamma World - I've had so much fun with Gamma World over the years that it deserves a mention even if it has been a long time. The most post-apocalyptic game of all!
  • Star Trek - One I have talked about more but still haven't played much recently, I think I like the potential I see here for long-term interconnected campaigns  more than anything else.
  • Champions - I expect we will reconcile one of these days. I need to run or play more supers
  • Mutants & Masterminds - the most likely of all of these alternates to turn into some kind of regular thing, I hope it's around for a long time.
  • Savage Worlds - So much potential, I like everything about it and have to  find time for it. Of the "multigenre" systems I think it has the most built-in style and is the easiest to learn as a new player. 

So as I write this on Labor Day weekend 2014 I've handed the 5th Edition D&D PHB over to Apprentice Blaster and I'm reading through the 5E Starter Set adventure to see if I might want to run the boys through it while we're off. I also have some Pathfinder Iron Gods stuff to read through, and just to mix it up the Traveller 5 hardback (ridiculous!) arrived this week and awaits my attention too. Thinking about all this, I'm comfortable labeling D&D my "favorite of all time". I'm ready to roll with any edition and any offshoot, and I'd be perfectly happy playing any of them.

Have I told you about my 20th level ranger ...


Saturday, August 30, 2014

RPGaDAY - Day 30 - Rarest RPG Owned

I'm not terribly concerned about this one. Who cares if it's rare? Plus, between used bookstores, eBay, and now PDF's there's not much out there that can't be acquired one way or another. Plus, well, if by 'rare' you mean "a lot of people haven't seen it or played it" well, it may be because it was a crappy game.

Lords of Creation seems to be at least uncommon. I talked about it here.

Battle Born came in a magazine 20+ years ago and I talked about it here.


I have Tarantis and some of the old ziploc-baggie format Invincible Overlord stuff from Judges Guild but those are really settings/adventures, not actual games.



I have one of the Cthulu/Melnibone Deities and Demi Gods that is at least a "limited run" but it's just a supplement not a full RPG.


I have a couple of "fantasy heartbreaker" type games that I had never heard of before seeing them in person.

  • I have a version of "Phatasy Conclave" that is 3 small paper, uh, "booklets" staple -bound that look like something that would be handed out at a PTA meeting. It's somebody's tweaked version of D&D and is in no way memorable. Heroic Worlds says there was a boxed set for it in 1984 but all I have are the booklets and they don't really look like something you would have put in a box at that time but who knows?
  • I have something much more recent, the Peryton Fantasy Roleplaying Game from 2009. It's a 140-odd page softcover that is a pretty direct rip of the D&D SRD that doesn't do anything really special or unique. The classes are a little different, but not enough to matter. It's really just a cut-down compilation of D&D 3E. 

In the end despite the large number of game books I own I don't really care about rarity for its own sake. I keep games that I am playing or running, that mean something to me, that I think I might play in the future, that serve as a resource for another game, or that are cool even if I may never get to play them. 

Friday, August 29, 2014

RPGaDAY - Day 29 - Most Memorable Encounter



Lots of choices here, both as a DM and as a player. I'll focus on one from awhile back because it still comes up in conversation sometimes.

We're playing AD&D 2E. This was a mid-level party with everyone in the 5-9 range and about 6-8 characters in any particular session. We were traveling cross-country somewhere in the Forgotten Realms, I don't remember the region but it was an area of open plains probably near the Sword Coast.

Camp for the night, Someone casts Leomund's Secure Shelter as was our routine. We eat, sit by fire, then sleep. LSS is a great spell for travelling (4th lvl wiz) in that it pops in a stone building with wizard locked doors and alarms and an unseen servant all built-in - no lousy tents & bedrolls for us! Also it meant no need for watches as we felt pretty secure.

So this particular night everything seems normal until the building disappears from around us in the middle of the night. So we are a)surprised b) unarmored and unarmed c) on our butts in heavy darkness. Then the breath weapon hits. I'm pretty sure one character died in that first blast with a failed saving throw.We start scrambling around for gear and get hit again. Then the thing lands and tears into one of the unarmored fighters and takes care of him. A Great Red Wyrm has stumbled across us, dispelled our Secure Shelter, and attacked with surprise.

It was as one-sided a battle as I have ever been in with characters past starting level. I don;t know that we could have taken it if we had prepared for it and surprised it - we had pretty much no chance given the way it began. I was running one of my clerics, Brutallus Maximus the First I believe, and he died of course - unarmored war clerics don't last long once the unarmored fighters go down. I know our bard turned invisible and hid - and survived - but that was kind of his thing.  The only other character that lived was our paladin, who the dragon picked up in one claw after beating him down into almost no hit points, and who started bargaining for his life with one of the mightier incarnations of chaotic evil on the planet! I was so disappointed, though it was a little funny to watch the up-til-now lawful good character completely ignore any "heroic last stand" thoughts to try and save his own skin as the beast flew off with him, leaving our shattered party behind.


I believe that was the end of that campaign in that form. Even though the bard could have some of us raised I think we called it as a group, and then created a new party, recruited by the bard for revenge on the dragon that killed his comrades. We never did get that revenge as we got sidetracked with other adventures, but it was a sore spot for a long time:

  • "Where did he come from?"
  • "Wouldn't there be some kind of local legend about the huge ancient red dragon that lives around here?"
  • "How did he see our little cottage at night from way up there?" (OK I thought this one was a little weak but it did come up)
  • "How have we not heard anything about this thing if it's out flying around and attacking things?"
Anyway, we survived as players, if not as characters, and moved on. Turned out it was a completely random encounter, a good (!) roll on the wandering monster tables he had for the area. That really didn't make us feel any better when we found out, and it's still a legendary story among my long-time players today.

Thursday, August 28, 2014

RPGaDAY - Day 28 - Scariest Game

I've never really been "scared" in a RPG session so I don't have a lot to say on this one but I can relate a few things:


  • Being seriously wounded in a Twilight 2000 game can be pretty scary as there aren't any clerics, there aren't many hospitals still functioning, and you're lucky to have someone with a little medicine and some medical skill nearby when you need it. Even then, it's not always enough. Neither the characters nor their immune systems are superhuman and it puts a different feel into the game. 
  • Games where a single hit in combat can kill or seriously maim your character can put some fear into a game. Old-school Runequest and low-tech games of GURPS both have this "feature" and it can be quite a bit different from a D&D session.
  • As a DM the one thing I have seen consistently put fear into players is old-school level-draining undead. Any level of character tends to go pale when they run into a pack of spectres or vampires. Nobody likes losing levels and losing a bunch of them at once is a great reason to run away.

Note that all of these deal more with the practical side of the game and not so much with atmosphere. Atmosphere can be interesting, even creepy, but I've never felt it was scary. Scary in my view tends to happen when your character is under direct threat of some kind. I'm sure we will see some different views on this one but that's how it works for me. 


Wednesday, August 27, 2014

RPGaDAY - Day 27 - Game I'd Like to See a New Edition of

Making a return appearance ...


Somehow, even with a pair of successful movies in the last five years,  Star Trek hasn't had a game in print for ten years now.  Why not? Is the era for Trek in tabletop gaming over? I just don't think so. The Attack Wing miniatures game seems to be doing OK. Star Fleet Battles lives on. Other boardgames seem to do alright. The MMO is chugging along, doing well in the free-to-play era. Why not Star Trek?


D&D has a new edition, Pathfinder is rolling along, Star Wars has a current edition (even if I'm not its biggest fan it had one I did like recently), DC had a good run with Green Ronin. Game of Thrones has a game! Editions come and go, publishers and rights holders to various settings come and go, yet Trek still sits on the sidelines.


I'm assuming it might be feared interference from CBS/Paramount. It might be the short lifespans of the last two attempts (both LUG and Decipher Trek flamed out in about 3 years). Maybe it's the cost of the license, I don't know. It just seems like someone out there should be able to find a way to put together a Trek RPG and stay in the black for a few years. I don't care who so much as I would like to see what someone could do with it using current design and production trends.



I'm assuming there's still a clause that prevents Star Trek and Star Wars from going to the same company and that's a shame because I'm sure FFG could make some beautiful books that would be very expensive and probably use some radical new system but at least it would be well done and well supported for a few years. WOTC hopefully has their hands full with D&D and Paizo with Pathfinder as I don't think d20 is a great fit for Trek, but it could be worse. I don't know that Savage Worlds is a great fit either but they would find a way to do some cool stuff with it.Green Ronin probably has the best track record in this area and I'd love to see what they could do if they were given the chance.

I'm not sure what it's going to take, but one of these days ...



Runner up: How does Marvel still not have a game with all of these damn movies coming out? Even with that last attempt blowing out early, there has to be someone who could make that work too.

Tuesday, August 26, 2014

RPGaDAY - Day 26 - Coolest Character Sheet

I don't know, while I used to get kind of picky about which character sheet I used, I have also spent years using some of the plainest, most perfunctory character sheets ever made. Just as an example:


It's just dull dull dull but that's what we used a lot, I think for AD&D 2E.

The basic sheets that came with AD&D (1st edition) had more flair than that.

The last few years though I think Savage Worlds has the coolest character sheets. Here's Deadlands Reloaded - it's probably my favorite right now:



Here's Necessary Evil:



Here's the sheet for Slipstream, the retro pulp sci-fi setting:



Here's Weird War 2:



I like these a lot and think they add to the atmosphere when you're getting a campaign off the ground. Considering they are usually juts a front and back print job I'm willing to burn up some ink for a nice-looking sheet.

Monday, August 25, 2014

RPGaDAY - Day 25 - Favorite RPG No One Else Wants to Play

Oh lord, take your pick. I have quite a few games, and most of the time we play ... D&D. I like D&D (and Pathfinder) but there are so many options out there. If only I had the collection I have now back when I was in High School and College and had more time to blow on these things. Oh well, I'll pick a few - like a lot of my other posts this month - and they're going to look pretty familiar.


I suppose I shouldn't complain since in the last 3 years or so I have run sessions of M&M 2E, M&M 3E, ICONS, Marvel Super Heroes, and Marvel Heroic. That's not a bad sampling of superhero games. Every time I look at one of these books though, the creative stuff starts flowing. When I've asked my players to rank a list of say 5 different game options Champions will get a few votes but it's not at the top of anyone's list so it never gets played. That has to change sooner or later.


It doesn't matter which edition or what kind of campaign I propose, no one wants to play Trek. Apprentice Blaster is interested, but he's the only one. So ... much ... material ... and yet nobody is interested. At some point I should probably quit my whining and start looking for players online specifically for this or just break down and run one online, but even then I'm not sure how many players are interested enough to stay with it over time.

Sunday, August 24, 2014

RPGaDAY - Day 24 - Most Complicated RPG Owned

Well, it's a lot easier than yesterday.


I have never successfully run or played a session of Aftermath. I've tried twice, both a long time ago, and it just bogged down in character creation and a sample combat. I know there have to be a few people out there who have run it, but it quickly runs into the hassle factor wall and eventually the cry goes up - "Couldn't we just play D&D?"


Runner up is the other system of which I have never successfully run a session:


I know people have run it and played it, I used to know some personally, but it just never clicked with me. Between D&D, Runequest, GURPS, Palladium Fantasy, and Fantasy Hero (and continuing on with Pendragon, Savage Worlds, and 13th Age) I just never found a reason to play Rolemaster over any of those options. I'm not slamming it - if you like it and play it then thumbs up from me - but it never worked for me as a player or as a DM.

Honorable Mentions

  • People tend to think of Champions as complicated and it can be, and I own a lot of stuff for it, but my friends never complained about it being complicated. Once you grasp a few basic assumptions about the system (3d6 roll low. 5 points = 1d6 of effect, Stun/Body/PD/ED) then it seems pretty intuitive to me. I'd say that certain other games are at least as complicated as Champions, including ... 
  • Pathfinder is about as complicated as any other game out there once you start throwing numbers on top of a die roll. So.Many.Things can affect every single roll that it can be very challenging for a DM to keep track of everything. It's presented pretty well, and the basic system has been out for so long that many people don't even think about it any more, but it is not a simple system in play.

Saturday, August 23, 2014

RPGaDAY - Day 23 - Coolest Looking RPG Product

This one is kinda tough - it's mostly books, dice, and the occasional screen. Do miniatures count? Nah, I'm going to stay away from that side of things.

Back during 3E D&D's run the full-color hardback became pretty standard for RPG rulebooks and even for supplements for the biggest games, so most of them are pretty cool looking now. 4E D&D brought in the matte-cover-with-a-glossy-insert look and that's cool. The 5E PHB looks pretty similar so nothing revolutionary there.

The Mutants and Masterminds 10th Anniversary Edition is a pretty cool looking book so I'll go with that as one entry.  Blog entry here.


 Ptolus, the big city book from Monte Cook a few years ago was another impressive book, both in the amount of content and in the presentation and organization of that content. I haven't really written about it much on the blog - I should probably do that.


One more nomination is the Rise of the Runelords Anniversary Edition for Pathfinder. It's another update of a previous publication that really sets a high mark for content and presentation. While Ptolus is more a setting with some adventure material added in, RotR is more adventure with some setting added in. There are notes on each area, maps, NPC details, monster stats -everything you would hope for in a published adventure and it's a complete campaign in one book, covering PC's from level 1 to level 17 or 18 from what I see online.



Honorable mentions:

  • Last Unicorn's Star Trek The Next Generation rulebook - it was the first full-color hardback I remember seeing and it was full of images taken right from the series. It made a very strong impression at the time and I think it looks as good as a lot of newer books.  Blog post here.
  • Kenzer's Aces & Eights - a faux-leather cover like the old Time-Life western series and full-color interior with a lot of Remington artwork really conveys the flavor of the period.
  • Paizo's Pathfinder Beginner Box is another impressive product and I think it looks better than any of the D&D starter sets, including the 5th edition one. Blog talk here.

Friday, August 22, 2014

RPGaDAY - Day 22 - Best Secondhand RPG Purchase

I buy a lot of stuff "secondhand" so this apply to half of what I own. Ebay and used bookstores are good friends of mine.

One that stands out though is the day I walked into a local used bookstore and found an almost-complete set of Deadlands Hell on Earth sitting on the shelf waiting for me. This was around 2000 while the game was still coming out. I had the core book and the setting book and I liked them but there were already 10+ books out so I was not looking at completing it anytime soon. That block of electric green spines jumped right out at me though. I thought about, grabbed them, and had an instant upgrade to just about everything Pinnacle had released so far. I still have them today.








Thursday, August 21, 2014

RPGaDAY - Day 21 - Favorite Licensed RPG

This one is fairly easy:


I played a ton of this, even if it was a long time ago.


I like this one too



I even like this version.

There is so much potential with Star Trek that I wish it had been better supported since the end of the 80's and FASA's license. Don't like playing with the stuffy Federation rules and their Prime Directive? Play Klingons! Like a more espionage type game - play Romulans!Want a war story instead of exploration? Pick one, there are a bunch! It's been around so long and is popular enough in gamer circles that while it may be a notch down from superheroes in pop culture today it is still a pretty well-known and easily referenced set of stories, images, and references. With Netflix and Amazon having all of the shows out there to watch pretty easily, it's about as accessible as a universe can be. A GM could set up a campaign by saying "watch episodes X, Y, and Z to understand what this game will be about" and that's a powerful tool to have to communicate your vision.

One of these days...


Runner Up:



I have not been a real DC guy over the years but this game has been working on me.


Four nice, full-color hardbacks and you have a complete comic book universe ready to go.


Even if you don't use the DC universe, there are so many characters, plots, relationships, agencies, and locations in these books that you could run for years even with the serial numbers filed off. Especially if you run Mutants and Masterminds.

Wednesday, August 20, 2014

RPGaDAY - Day 20 - Will Still Play in 20 Years

What was I playing 20 years ago? D&D, Mechwarrior, Rifts, Champions, some kind of occasional GURPS thing ... that's a very different list from now.  I can make some guesses though:

  • Dungeons and Pathfinders will still be a thing and we will probably still be playing it even as we approach retirement. Tenth Edition? Could be.
  • Some kind of superhero game will still be an option. Champions has managed to cockroach through multiple potentially fatal challenges, and as long as Steve Kenson is around I assume we will have some kind of M&M or ICONS to look forward to. By then maybe we will have a good, stable, ongoing licensed game for Marvel or DC. 
  • Maybe I'll finally have run through some of the Savage Worlds stuff by then. Necessary Evil 3 might be on the way then and I'll be looking forward to it. 
Whatever it is I wonder if we'll still be using battlemats and minis or if we'll be using holographic pieces like the star wars chess game? As long as I'm here I'll be doing it one way or another.


Tuesday, August 19, 2014

RPGaDay - Day 19 - Favorite Published Adventure

So ... many ... choices ...

I have run a lot of published adventures over the years. In fact, if there is a published adventure for a game system that I have run, odds are I have run a published adventure for it. I know some people won;t even consider running one but I like them. I like the role they play in creating that shared experience between different groups, that ability to swap stories when you meet a new player and know exactly what they are talking about.

D&D


I've run this adventure is Basic, AD&D, AD&D 2E, 3E, and Next and I think I ran it in GURPS one time (don't judge, I was in college and it was an experimental time). It's just a nice package of base area, countryside, and concentrated lair of evil broken into small chunks. With newer systems you an add in more social encounters and skill challenges (heck, skill checks period) as needed. I've played through it a few times too.

Runner-Up


I've played through it and run it and it's just a lot of fun. With this one some of the old save-or-die stuff felt like it truly fit the adventure. I'm hoping that new Iron Gods adventure path helps recapture some of that blaze of excitement when we first realized our D&D characters could encounter technological opposition.

What I probably should have chosen


I've played and run this set of adventures multiple times. 1st edition, 2nd edition, 3rd edition plus there's a conversion for 4th that I am sure will work nicely and I'd bet 5th can handle it just fine too. The prototype for a monster-specific lair type dungeon with some personality and interesting encounters. It's also the start of an epic series for more powerful characters.

Other games:

  • Shadowrun: Food Fight - it's how I always start my campaigns. It's small, but it gets things started nicely without a lot of setup.
  • Champions: Viper's Nest - the "Keep on the Borderlands" of the early Champions boxed sets. The fight in a construction yard is always a good one.
  • Savage Worlds: Neccessary Evil - OK it's a whole campaign but if you look at it as one big adventure it is epic and memorable
  • Mutants and Masterminds: Time of Crisis - I think it's the best published superhero adventure period. 
  • Gamma World: Legion of Gold - hands down. It's sort of Keep on the Borderlands-ish but it's even better in some ways in that the big lair of evil has to be tracked down and located first and is actively attacking settlements in the area.
  • Star Trek (FASA): Denial of Destiny - The first part especially feels like a very true-to-trek scenario, then the second part shifts focus a bit but is still true in a different kind of way. 
  • Traveller: Nomads of the World Ocean - It's not usually on a list of the "big" Traveller adventures but it felt more sci-fi to me than some of the others. It has nothing to do with Ancients or any military invasions but it has a solid focus on some different cultures and corporate stuff on a single planet.
  • Star Wars (d6): Tattooine Manhunt - a familiar location, an interesting turn of events, and I am probably giving it more weight because it was the first of the line, but having both played and run it I liked it a lot. 

Monday, August 18, 2014

RPGaDAY - Day 18 - Favorite Game System

Well this is a big one - how do you pick a favorite? Played the most? Run the most? Mechanic I like the best? Setting I like the best? There are people who play nothing but D&D. That hasn't been me for a very long time. It does say "system" so maybe I will focus more on the mechanical side. I think longevity has to come into play somewhere too as there are many games I like that I have only played a few times. 

This also leads to a new question: If some lesser-played game is my favorite, why don't I play it more? Every campaign is a consensus among the playing group. Maybe everyone has a different "favorite" so we settle on playing a game that is everyone's second favorite. Is that a good compromise? 

Enough questioning - favorite below:


Let's just call this one "d20". It kind of has to be this as I've run 3.0/3.5/Pathfinder more than anything else and it's been the "main game" for most of the past 14 years. It's a system so massively supported I could run nothing but published material for probably another 14 years and never run out of stuff. Think about how many campaign settings have been published for d20 since the core books launched in 2000. From the relaunched Dungeon magazine back at the start to the continuing series of Paizo Adventure Paths there is a mile-high pile of adventures to run. If I ever need some ideas on rules for underwater combat, mass combat, ocean or planar travel, hit locations, horror rules, or any other kind of mechanical adjustment or system, there are probably at least 3 books on it available out there somewhere. It's just a tremendous body of work that may never be equaled. True, it does make certain core assumptions as far as class and levels, but I'm OK with that, they work for me for quite a bit of what I like to do.

Plus, it gave us Mutants and Masterminds and a serious superhero RPG revival and that's another credit to the system. M&M also doesn't use class and level like traditional d20 does, which may point out just how truly flexible the system really is.

Also, it led us to 4E which is another system I enjoy running quite a bit.


Every game system conveys a certain feel or flavor in play and to me just reading the game is not enough to really get that flavor - you have to play it! Sometimes more than once. One example that I don't talk about a ton here is GURPS. Reading the GURPS rules can make it seem like a dry game but the system has always been a lot of fun whenever I've played. People who read HERO system get distracted with the numbers but in play it turns into chucking handfuls of dice and punching villains through walls. Based on that I have two more games to mention:


Honorable Mention:


I've discussed it quite a bit on the blog so I won't run on about it again but it's a great system and maybe the most flexible system while still keeping significant detail. If I was running it now, or had been running it recently, it would probably be #1


Perennial Contender



Another game that is a lot of fun to run regardless of genre. Cards for initiative, stones or chips for Bennies/Fate Chips, a simple fast system that plays exactly as advertised, and a ton of support material make for a damned fine game that is sometimes overshadowed by bigger marketing.

Sunday, August 17, 2014

RPGaDAY - Day 17 - Funniest Game You've Played - Battle Born

 

I know there are tabletop games deliberately designed to be funny but I've always found those fall a little flat when you actually try to play them. They may be a lot of fun to read, but they never seem to play quite the same way. The ones that come to mind are Toon and Paranoia and I've seen people have fun with them but I wouldn't say they hit any higher than a good session with more traditional games. I will say that superhero games have a lot of potential for humor. From ridiculous concepts to the things players try to do during a game, the scope is wide open. That said I've seen whole groups paralyzed by funny just playing regular old D&D.

In the interests of putting the word out on a lesser-known game here's one I've run twice and had a lot of laughs both times:


Yes it came in a magazine and I think you can tell from the cover above just what the game is about. I can't explain the premise of the game any better than it does itself so here it is:


The central conceit is that each character is an armored trooper with a tough and extremely capable suit of powered armor but the documentation is almost non-existent and repairs are varying in quality. This means each character has somewhat different capabilities than the others in the party. Your skills are basically things you have figured out how to do consistently with your suit. Here's a character sheet:


That list of "EE Suit Functions" is pretty much your skill list but it is expandable. Everyone starts with 5 skills. Task resolution uses a simple table that's right there on the sheet. You can try to perform functions you don't have but the difficulty bumps up two levels.

The suit also functions as the equipment list as they can do pretty much anything. From the rules: "Most functions remain unlearned by most troopers and a suit will frequently surprise its user." Also "... humans are and will remain lazy - just learning enough to get by, or more importantly learning only what they consider interesting." Part of the fun of the game is figuring out new ways to use the suit to make things happen.



There are 4 races available that add some capabilities, mainly appearance, damage levels (see character sheet above) and different chances of getting one or more of the five "Traits". Since you're in an armored battlesuit there are no traditional stats like strength. Instead a character might be Durable, Fierce, Imperial, Inventive, or Spirited. This is determined randomly. One race is also Empathic and might have some Funky Powers available as well. Some skills are only available to characters with a particular trait.

There is a complete and fairly interesting character advancement system in here as well, complete with titles:

First, a character chooses to enter the game as one of the four beginning titles listed at the top of the page. Up on the character sheet you will see a list of nine categories of "deeds". A character has to achieve one of each of these to advance a level. When they do they can choose any same or higher level title that is connected to their current title. The "Ignobles" are purposefully left loose though there is a description of each and some examples of how they might be achieved. It's an interesting concept that I would like to use more.

All of this is contained in 40 pages of rules, setting, and examples. It's fairly dense text with sidebars and callouts that is a great example of how to distill a game down to its essence. There is also a 13 page adventure involving a mission to retrieve a universal translator. Its a real, complete adventure spread over several locations, with multiple scenes, complete with maps and diagrams.



OK, so where is the funny? Once players get into the spirit of the game and the loose/light nature of the rules, they start trying things, and those things are often pretty funny. Given the flexibility of the suit, and the likelihood they will not die from a single mistake or bad roll (the hero point mechanic here is "make-rolls" because spending one means you automatically made the roll) and they loosen up and start having fun. Trying to adapt their limited, yet broad capabilities like "hydraulic press" or "vacuum pump" into something useful leads to call kinds of interesting scenarios.

The included adventure helps too as it quickly turns into a Hitchiker's Guide-esque run of dealing with things like a ridiculous bureaucracy, a talking ships computer, used-spaceship salesmen, police robots, and some more traditional space stuff like hijackers, gas giants, and navigational difficulties. If the DM and the players are feeling it then the whole thing can be pretty funny. There were a few other adventures published in the magazine after this issue and I recall them being funny too but this one is a great example of what is possible.
 

I remember these as a couple of my funniest sessions so I'm calling it a funny game. If you want to talk funny sessions I have had quite a few in other games but this particular game seemed to bring it out pretty nicely. 

UPDATE:
The current website for this version of Space Gamer is here.

Some background on the setting is here.

A primer on the rules (they use them in multiple settings) is here.

The site looks pretty old but the forums are still somewhat active. I'm not going to join it (paywall) but if anyone does let me know how it is.