I'll just comment on the ones I have personal experience with.
Artemas wrote:Traveller: I've heard good things about this one, and you guys just confirmed it. Can someone go into more detail as the the differences between the various editions? Any "must haves"? Is the setting necessary, or can it just be dumped into whatever?
Traveller is
very rules-generic. If what you're looking for is science fiction with a heavy dose of hard science, you want Traveller. You can tweak it as you please, of course; the setting changes immensely if you make a few minor tweaks. Just adding FTL communication changes everything, as does changing up the FTL travel paradigm. Those are the two big ones in terms of "mechanics dictate crunch," the third would probably be eliminating sandcasters and the radiation melt-you-good superweapons and adding energy shields that are effective against all sorts of things. It takes to tinkering very,
very easily.
The dice system in the current official version, produced by Mongoose, I have to admit I am not thrilled with it; of all the games I play semi-regularly, it's my least favorite dice system; but I do play it. I also would like to stab the guy that thought that random character generation wherein your player characters can wind up as ultra supermen or crippled drifters barely hanging on with no skills whatsoever was a good idea. If you're planning to use it, I
strongly advise that you (a) allow players some set number of re-rolls to use when they roll crap, (b) let them
pick the skill they develop rather than roll for it, (c) assign a point-buy for statistics traits, or (d) something else, possibly letting them just pick their results on the table and simply giving them a set number of tours of duty.
GURPS: Yeah, it doesn't sound terrible or anything, and I too have heard the source books are pretty good, and everything is just generally well detailed. But if WEG d6 is a tad on the sluggish side, I am not sure that GURPS is worth my time (i don't have that much of it).
I'm just gonna spell it out for you.
Generic
Universal
Role
playing
System. That pretty much says it all; you
can make GURPS do everything from Superman to Star Trek to the Crusades and epic paleolithic wars. That's both the upshot... and the downshot. You're more or less going to be going through half the work of designing your own RPG to make GURPS fit what you want, unless you want invincible supermen who can stun people from 40 yards and fly in your low fantasy.
Exalted: How is it mechanically? I am not totally dead-set against it, it's just that everyone that i've ever heard recommend it basically just say "It's so awesome, you can use a sword the size of a house, and glow like a super-sayan!". Not good enough. As I said, not only can I do that in d&d (through shitty mechanics), but I am also looking for a high lethality, more toned-down game. Not something where a naked man armed with a pointy stick and wade into a 10,000 man army, and leave a 10,000 man mass grave a couple of hours later. So, long story short, you would need to give me a good pitch to convince me to try it. As I have sort of alluded to earlier, I don't have the time to read through or try a fuckton of different RPGs. I am trying to narrow it down to just a few.
If the players want to be the Solar Exalted, Infernal Exalted or Abyssal Exalted, you
have to accept that you
cannot tell them no. If you tell them no, they will
find a way, and be able to point to chapter and verse saying that they can do it, and you will tear your hair out.
Exalted is not the game of No. It's the game of Yes. The Exalted are literally supermen, magical nukes of pure awesomeness, or pure death, or hellish punk-rock nightmares, or shapeshifting wild fury, or stargazing backstabbing martial arts, or the elemental blood ignited gifted from the creator of Creaton, bonded to the soul of a human being.
But it is very lethal. A naked man without even a pointy stick
can walk into a 10,000 man army and leave 10,000 mass graves, and Exalted will get you there faster than D&D. He might do it by unleashing the hellish sorcery of Scarlet-Pattern Battlefield, or shapeshifting into a tyrannosaurus that's covered in clam-shell armor and spikes, or simply by leaping into the sky punching them all at once. But it can also have one of the Chosen being killed by a random mortal if they don't invest anything in their combat abilities.
If you're playing Exalted with the Exalted, there will be nothing "toned-down" about the game. The game is designed to be the game that says "you want to be a world-changing power in one man? Okay." And it starts you
off there, because it's a game that was designed for you to take the canon state of affairs, knee Canon in the nuts and start rifling it's pockets for loose change.
But, as I said, it is very lethal. Let me illustrate this for you:
In my Exalted Modern game last Saturday (yes, it's not canon, but the scenario's not that impossible in the default setting,) the players all wound up in the Boston Aquarium at the same time that a new founded magical mafia was trying to perform a hit. This event, of course, being staged by the ST to get his players together; the players are all Celestials, so he figured that a Terrestrial twinked to bolster his two Heroic Mortal pals would be enough to make us go all-out.
Well, my character (who is a Night-caste vigilante) was carrying a Walther PPK, and made all his rolls to notice these guys about to start trouble. I readied myself for battle before they did, successfully hiding that fact, and I made the stealth rolls to conceal myself. By the time the bad guys were pulling their guns - Thompsons, magically hidden in their trousers (and yes, it was 2011, not 1921. They like to roll old-school,) I had already drawn a bead on the lead guy, the Terrestrial Exalt, and fired three times.
I killed him more or less instantly. The ST went over his build of the guy to see if he had anything to defeat a surprise attack, and he didn't. One of the Terrestrial Exalted dead before he could even get a shot off. I didn't even use any magic for it, I just have extremely high dice pools for stealth and shooting pistols; but it could just as easily have been a hand crossbow or a trio of shuriken. Seriously, the damage on the Walther is crap, I just carry it because it's 007's gun.
The guy never even saw my character, never had a chance to defend himself, or even to assassinate the guy he had come to kill, because a stealthy vigilante was faster than he was. If that's your idea of "appropriately lethal," then you might consider giving it a try.