I suppose I'll go with AD&D but I like almost every Pen and Paper RPG I've ever played,and I've got some rare ones like Star Ace and Toon.
It's really hard to beat a homemade AD&D Campaign with a good DM who knows how to balance his/her creation between what (s)he wants to happen and what actually happens.
It can be great theater of the mind for the players and DM alike.In short order the story starts to take on a life of its own and the smallest insignifica can seem like the means to all ends.
I shit you not,Marcel Proust would goggle in awe at the deep level of characterization we'd build before our characters ever hit level 6.
This applies to all RPG's really.Homemade Campaigns or free-form adaptation of some setting(The World of Greyhawk,for instance) will trump the Computer versions for a long time to come because they are not programmed.A Human GM can roll with the punches and deal with any unexpected situation.
I chose D&D as my favorite because "everyone" who plays RPGs is passingly familiar with it.
Others that are hard to beat:
-Twilight 2000(GDW)
-Battletech(FASA)as an RPG,not just a miniatures game.
-Gangbusters(TSR)make your own adventures though.
-Hybrids....We combined Dawn Patrol* and Gang Busters(both TSR)for a "Terry and the Pirates" type game.
-Completely new---We also made a space marine game based on the film "Aliens" when it came out.It got a little stale so we made our own monsters for it.Years later a buddy who saw the game "Space Hulk" thought they had ripped us off.They didn't.I mean hey,we ripped off "Aliens" right?"Predator" wasn't made yet or we'd have robbed it too.
Maybe I don't really have a single favorite.But Pencil,Paper and Dice combined with a GM and players who really care what they're doing (having fun/creating a story) will beat the programmed module or even the MMORPGs like liquid usually beats solid.----Have fun.
*Once when I was shot down in "Dawn Patrol" we used the "Boot Hill"(TSR) rules until I got killed trying to reach friendly lines.Gang Busters worked better but we didn't own it yet.
It's really hard to beat a homemade AD&D Campaign with a good DM who knows how to balance his/her creation between what (s)he wants to happen and what actually happens.
It can be great theater of the mind for the players and DM alike.In short order the story starts to take on a life of its own and the smallest insignifica can seem like the means to all ends.
I shit you not,Marcel Proust would goggle in awe at the deep level of characterization we'd build before our characters ever hit level 6.
This applies to all RPG's really.Homemade Campaigns or free-form adaptation of some setting(The World of Greyhawk,for instance) will trump the Computer versions for a long time to come because they are not programmed.A Human GM can roll with the punches and deal with any unexpected situation.
I chose D&D as my favorite because "everyone" who plays RPGs is passingly familiar with it.
Others that are hard to beat:
-Twilight 2000(GDW)
-Battletech(FASA)as an RPG,not just a miniatures game.
-Gangbusters(TSR)make your own adventures though.
-Hybrids....We combined Dawn Patrol* and Gang Busters(both TSR)for a "Terry and the Pirates" type game.
-Completely new---We also made a space marine game based on the film "Aliens" when it came out.It got a little stale so we made our own monsters for it.Years later a buddy who saw the game "Space Hulk" thought they had ripped us off.They didn't.I mean hey,we ripped off "Aliens" right?"Predator" wasn't made yet or we'd have robbed it too.
Maybe I don't really have a single favorite.But Pencil,Paper and Dice combined with a GM and players who really care what they're doing (having fun/creating a story) will beat the programmed module or even the MMORPGs like liquid usually beats solid.----Have fun.
*Once when I was shot down in "Dawn Patrol" we used the "Boot Hill"(TSR) rules until I got killed trying to reach friendly lines.Gang Busters worked better but we didn't own it yet.