We used to play all the time. I started out with as I said in the other thread "Chainmail" which evolved into the original Dungeons and Dragons. So I played allot from 73 to the early 90's. By the time 3rd edition came around I did not play any more. I have tried 4th edition which is OK, it just does not have the same flavor as 2nd edition. I have played allot of role playing games from Boot Hill, In The Labyrinth (predecessor to GURP's,) Traveler, Robotech and the list goes on and on. Way to many to mention. Not even going into historical miniatures and the popular Avalon Hill book case games and the end all be all for WWII, Squad Leader.
Still play historical miniatures to this day. Presently working on my French Foreign Legion and Arab forces. Also played Warhammer 40k until 5th edition. Still playing the miniatures War of the Ring game. Have a large Isenguard Army with Suaron's forces as back up.
So much wonderful nerd gaming, so little time.
PS: One of the best and the most fun I have ever had was playing a pen & paper role playing game called "Paranoia." It was just to much fun....
The game's main setting is an immense and futuristic city called Alpha Complex, which is controlled by The Computer, a civil service AI construct. The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, The Computer employs Troubleshooters, whose job is to go out, find trouble and shoot it. Player characters are usually troubleshooters, although later game supplements have allowed the players to take on other roles.
Frequently the player characters receive missions that are incomprehensible, self-contradictory or potentially fatal, equipment that is dangerous, faulty or "experimental" (i.e.: almost certainly dangerous AND faulty), and side-missions which conflict with any other instructions the players may have received. Additionally, each player character is generally an unregistered mutant and/or a secret society member, and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Missions can therefore turn into a comedy of errors as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is specifically forbidden for players (and punishable by the summary execution of their character) and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.