This included For Faerie, Queen and Country (magical Victorian England), Tabloid! (quirky supernatural setting), and of course Bughunters. I still have my copy.)Īmazing Engine attempted to make a splash with multiple settings released within a single year. (An aside: my favorite GURPS supplement was GURPS The Prisoner. I imagine the logic is much like the logic behind licensed game engines for videogames these days, such as Unity: why dump endless resources into reinventing the wheel if you can come up with one platform? Shortens development time as well as costs.Īnd there was already precedent: Steve Jackson Games introduced GURPS – Generic Universal Role-Playing System – in 1986, which allowed for play in multiple settings, and it turned out to be a reasonably popular system. The basic idea: from a single core set of rules, multiple RPG settings could be supported.Īs I understand it, at the start of the 90s TSR ended all their separate non-AD&D games such as Gamma World and even Basic D&D, and Amazing Engine was the de-facto replacement. We begin with a look at a non-D&D roleplaying game produced by TSR in the early 90s, whose core conceit is pretty much given away in the title!īughunters was one of numerous worlds designed for use with the Amazing Engine gaming system, released by TSR in 1993. Time again for another compilation of old School Dungeons & Dragons posts from twitter! I am still not tired of exploring the history and mechanics of classic RPGs and the adventures written for them.īughunters (1993), by Lester Smith.
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