Began playing with a few new friends recently. I haven't sat down to play with a group in a long while. It was really fun. I can't express just how much I've been missing that. I had never played with these folks before. I didn't know what past gaming experiences they have had or which "systems" they were familiar with.
I decided to pick a free RPG off the web to use for our game. Something that my new players could gain access to with little trouble. A way we could all start playing without investing any cash. I ended up selecting, "Fable, the free universal RPG by Benjamin E. Sones."
The game was easy to use without being too "rules lite." Character creation was point based, but really simple, and the game looked like it would work for any setting the group decided it might like to play in. We got together and after some discussion the group had a premise... a small privately run detective agency in New York City that runs abreast of the reality of the super-natural. It seems everyone in the group loved "Buffy" and wanted to do something like that ... the "Angel" style setting seemed to work better for them as a backdrop for a campaign and we were off and running.
Fable worked well, everyone made characters in a matter of a few minutes and we were up and playing very quickly. "Fable" is one of those "choose your own quantifiers" kind of games like PDQ, or RISUS. Not sure exactly why... but I think I like it better than either of those. But, what does any of this have to do with RPG Lab?
Well, given my tendency to tinker with die-roll mechanics, I found myself modifying Fable. I can't help it. I seem to be driven to tinker with game concepts. My version of the game has a truly original die roll mechanic that I don't believe you will see anywhere else (I haven't.) It combines the "choose your own quantifiers" quality of Fable with the basic "roll under attribute" simplicity of a game like Warhammer Fantasy Role-Play.
I have included a link to Fable above for those who are interested in seeing that game, and I also attached my game here for your review. I think my new game is simple and flexible. I am going to see if I can get my new group to try it on in place of Fable this Friday (we are scheduled to play our second session then.) It shares enough conceptually with Fable to make character conversion really easy.
Regards,
Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

I love new dice mechanics
It is odd, because whenever I read an RPG that uses a new dice mechanic, it really seems to get my brain working. With games where you already know the mechanic, you tend to skip paste pages because you already "know" how to play.
With Five by Five, I think that a system like this demonstrates the versatility of the d6. Whether I would play it is another question, due solely to the fact the 5x5 must compete with every other universal RPG out there to make it to my table.
Which leads me to a comment that ErrinF made about disliking universal games. I think this stems from the fact that often, some "work" is required, no matter how minimal, on both the GM's and players part. I am not saying that gamers are lazy. It is just that if a player wants to play fantasy, will they adapt a universal system or pick up a dedicated fantasy RPG?
This is where I look at games such as 5x5 as an RPG building tool. If someone wants to make a superhero RPG, they could design a system from scratch. Or, they could take 5x5 and adapt it. General RPG's save work not for GM's and gamers, but game designers.
Sorry, I just went on a tangent. What I wanted to say is 5x5 is an interesting addition to the games made on RPG Lab, and is a testament to the creativity displayed here.
Regards.
http://www.1km1kt.net/Aaron-White.htm