Although I do live in Brisbane, I'm not anywhere near the river. I'm not in any danger of being directly affected by the flooding. The shutdown of public transport is really the only indirect effect on me personally.
The Origins 2009 awards got me thinking about the tabletop RPGs involving furries I have in my collection. Which ones were any good? Which ones have I actually gotten use out of?
- Albedo: I'm enough of a fanatic to have have actually run campaigns under both the first and third editions of the rules, each of which are entirely different systems. Both were pretty rough by modern standards, but had innovative ideas that were really worthwhile. Both the self image system from 1e and the blurring of template-based and point-based character generation in 3e are systems I haven't seen duplicated elsewhere.
- Critter-Tek: This is a spoof of the Battletech mecha game crossed with baseball and with furries thrown in as well. I have no idea how or why I ended up owning this, and figure it's intended to be read for humor value rather than played.
- Furry Outlaws/Furry Pirates: Started running a campaign under this system (Pirates) and really enjoyed it! I can't even remember how I happened to drop the ball on this one. Why does every historical game setting have to include functioning magic, though?
- Ironclaw/Jadeclaw: I've played a handful of isolated games, never an ongoing story. I do know at least one local (ristin) who got into gaming playing this during his uni days and regards it highly, which certainly counts in its favor.
- Mouse Guard: Bought it in April only because it's got weasels and didn't seriously consider actually studying the rules with an intent to play it. However, it just beat D&D 4e for RPG of the year at Origins 2009, so it's evidently worth a closer look.
- Other Suns: This 1983 game is in the collection purely for historical interest. It has a reputation for requiring Way Too Much Math to play, and I've never tried. But hey, actual published Ken Sample art and documentation on skiltaire; that's enough historical interest that I'm delighted to own a copy. (Thanks to koogrr for hunting it down for me!)
- TMNT And Other Strangeness: Another game for historical interest, coincidentally also from 1983. I tend to feel that rules technology has marched on and left these older systems behind. I'm just not patient enough to work that hard for my fun when modern systems are so much easier.
- World Tree: From following sythyry's journal, I get the impression that the key to this game is marinating yourself in the setting. So far I haven't had the nerve to recruit a gaming group's worth of friends and point them at all the background reading. That's pretty daunting!