To best answer the question of what licensed worlds would make the best RPGs, my mind recalled the halcyon days of GURPS 3rd edition, which would turn such sci-fi and fantasy series as Wild Cards, Horseclans, Riverworld, New Sun, Witch World, War Against the Chtorr, Discworld and Lensman into settings you could plug your game into. These worked both as games and as sourcebooks for your favorite book series, something you'd probably never get in the regular book market, and sometimes, you even got new material straight from the author's pen. So for the bulk of my suggestions, I went to the old hardcover, Book Club Edition, SF and fantasy books of my youth, starting with...

So begins my Piers Anthony dyptic. I loved Piers Anthony as a teenager. Great high concept adventure, and series that would roll out at an amazing pace. Today I'd probably call the majority of his work "pedestrian". A degree in literature has spoiled me rotten. However, what made for flighty youth-oriented novels woud also make for kick-ass role-playing games. High concept + tons of material = cool and detailed settings. The Magic of Xanth has undeniable appeal, for example. In Xanth, a magical world where puns are literallu true sitting on top of our mundane Florida, everyone has a magic talent. Some are powerful, some are very limited, some are silly, but everyone is born with a power. Break out the random talent table and have fun.

Piers Anthony created this series by juxtaposing two worlds - one science fiction world, Proton, where everybody plays The Game (a huge random competition that can have you play everything from water polo to spontaneous poetry to rock-paper-scissors); the other a fantasy world called Phaze, where magic is king. Characters all have a counterpart in the other world, whose magical ability is equal to their game ranking and vice-versa, unless their counterpart has died, in which case they can cross over... I can see the dual-character sheet now.

Those who know me are aware of my love of low-powered role-playing. Harry Harrison's West of Eden combines GURPS Ice Age with Doctor Who and the Silurians to create an epic clash between Native Americans and the descendants of the non-extinct dinosaurs. Wood and stone vs. biotech. And though the saurian Yilanè are the nominal antagonists of the series, there is also some good in them, so players could take either side, or learn to work together. Bottom line: This is an efficiently detailed setting I'd love to run a session with some day.

Alan Dean Foster already allowed Steve Jackson Games to adapt his Humanx universe to GURPS, so there must be an opening there. Spellsinger is a fantasy series in which a kid from our world falls to the fantasy world (a common trope, as it was also used in Xanth and returns in my very next suggestion) and turns out to be the best magician there is. The key to magic is Spellsinger is singing, and a fluid magic system keying off song lyrics would be really cool. Players with guitars and good voices could do the songs live, though reciting the words should be enough. Perhaps spellsingers should specialize in music styles and have modifiers when going out of their comfort zones. You could also play one of the spunky and barely anthropomorphic woodland animals that make up the bulk of the world's population.
Guardians of the Flame

Let's leave that particular book case now and head for the trade paperbacks. Two ideas I've had based on creator-owned Vertigo series:
Whether you play in the Homelands, in Fabletown, on the road like Jack of Fables, before, during of after the War, there should be plenty of opportunities for adventure as a Fable (or even a Literal). Players should be encouraged to unearth fairy tales, legends and nursery rhymes from which to pull their characters, and they probably shouldn't shy away from rewriting the history of such Fable luminaries as Snow White, the Big Bad Wolf and Beauty and the Beast.

It's America's next Civil War and Manhattan has become a DMZ where all factions vie for power. The RPG, of course, would offer gaming opportunities outside the DMZ itself, but New York could continue to act as a hotspot for the campaign. It's a military game for the new Millennium, with Iraq and Afghanistan fresh in our minds, bringing home to hell that is war. Whose side are you on?
And finally...

The world of Godzilla is a crazy one. It's not just the giant radioactiver monsters either. The Godzillaverse has super spies, Venusians and Martians hiding among us, magical fairies and ancient cultures, probably even the kitchen sink. Those interested in playing Godzilla should check out the GURPS work made by fan Jonathan Woodward. His setting work is quite good. In my version of the game, however, I would also include moments where the players are invited to take on the roles of the giant monsters during rampages, especially the "good" monsters like Godzilla and Mothra. Playing in a world where there are such monsters is all good and fine, but it's not really a Godzilla game if you don't actually play a giant monster in a rubber suit yourself, is it?
Those are my ideas, what are yours?
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