I like rolemaster. Aftermath! was a bit crunchy as anything in print. Timemaster was fun, because they limited the group to a few jumps in time to keep it easy on the GM. Worst: I'd say Gamma World edition with the color powers chart because pfft the game was not finished upon release and 35 or so pages were just.. missing. it was a poor cobbled together mess. They tried to jump on the superhero power multiplier via column thing and nope, died on the vine. Rhand Phoenix command was pretty tough, and thus is' good for a one shot stepdaughter Aliens RPG by leading edge. I liked the Aliens setting. good book but a steady diet of blast xenomorphs didn't get it. Especially when half the group or most or all of the group would die. I once had a guy named Dan in one of my groups who used to work with those guys.. all those combat rolls for pen and damage and crits, and asked how did they ever use all of that? "Oh, they didn't. we sold it to people that were OCD anal, they eat that stuff up, we used Boot Hill top secret rules." Chivalry and Sorcery was pretty tough. I loved the setting, way too crunchy. SPACE OPERA. Great idea way too much text too many mechanics. But some parts of it, like planet gen were pretty damn spiffy. High colonies? I think that's the name. not really much of a game there. I like Richard Tucholka, but that game with the rings like stargate he did before stargate turned up... the game was sort of comedy with evil overlord marshmallow people.. i'm not lying...to be sort of comedy random roll charts maie it up as you go, but it was fun. Time and time again. Okay time travel. Not enough development. Yaquinto damn time travel game, forget the name. cool scenarios, go back in time to sodom and gomorrah, some others really needed to be more game there. DELTA FORCE. too crunchy for a game that needs to be slam bang action.