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What's your not-D&D RPG, and why?
I nearly made this post a hot few hours ago, but it turned into me gushing about Worlds Without Number for an inexplicably long time. I realized that of all the things that matter, going into the minutiae does the least.
So yeah, I'm just curious what kind of not-D&D RPGs people are into and why exactly they're interested in it. Obviously there's the whole 'Wizards of the Coast is a shithole company' aspect, but I'm speaking more from a broad design standpoint than a moral one.
Pathfinder 2e is a very good DnD-styled alternative that in my opinion solves quite a few issues that 5e currently has, namely the fact that martial classes get eclipsed by spellcasters, the overwhelming presence by dexterity as the best ability score there is and so on. Also, Paizo is not WotC! So you get to feel a bit better about supporting them.
I'm working my way through the Beginner Box with my former-D&D group. It's been going great!
Looking forward to transitioning to a homebrew world after this. I was so burnt out on running D&D.
Been really getting into BitD style games
Love it as a gm as there is little need for prep. I can spend time brainstorming ideas but there's no problem if I don't get the time.
It mostly runs on the imaginations of the players. It feels much more like we are cocreating a story rathe then me having to come up with everything. I love to see what kinds of crazy ideas people come up with.
That's been on my watch list for a couple of years now, but between other systems we've been trying out and less time in general for games these days, I haven't had the opportunity to give it a try.
The theme seems a little depressing for my taste, though. With the stress and vice mechanics, would it be pretty tough to lighten the tone?
The setting, as is, is kinda gloomy. Easy enough to lighten that up as a lot of the setting isn't prescriptive and is invented during play. I think you could soften the horror and go for "spooky" instead without too much trouble.
That's good to hear. I'll keep it in the list, then!
I wrote a non-D&D TTRPG a while back, which I still run quite often: Whittledice and Parchment.
I'm still working on it, but it's simple and definitely playable!
This is such an incredibly fun idea.
Thanks!
I've got another one that doesn't really fit with the others I posted, so I made a whole separate comment.
The Quiet Year is a map building roleplaying game. It has no combat; it is entirely collaborative storytelling. You play not as an individual character, but collectively as the spirit of the community. It takes a few hours to play a game, and it's relatively quiet and fun. We actually played it as a precursor to our current DnD campaign; we played the Quiet Year, and the resulting community that was made was the location for the first phase of our campaign, complete with issues that we had introduced, features we had sketched, projects we had seen started.
I love The Quiet Year. One of my favorite uses of silence in a tabletop game, really.
TQY is a great way to establish a world in a collaborative way prior to running a campaign in any system. We used this to jumpstart a future punk game I ran and it was a great way to create a bunch of threads for the party to pull on and generate ideas for storylines. I think it was particularly useful for getting people to engage and collaboratively craft a story in a unique way.
I'm so glad to see The Quiet Year getting some love! This game brought myself and my college friends many afternoons of storytelling fun. I wholeheartedly recommend it to anyone and everyone who's looking for a low-barrier-to-entry collaborative worldbuilding engine. Using it as a precursor to playing another TTRPG in the world that's built is genius and I wish we'd thought to do that back in the day!
Ironsworn and Starforged are both great GM-less RPGs. Can be played solo or in co-op (or with GM if you still insist ;).
Ironsworn needs it's banner waved a little I think! Big one the Ironsworn PDF is free on their site!
The designer (Shaun Tomkin) took the best parts of Dungeon World (which I feel was already an excellent attempt to streamline the DnD experience) and not only made it a more rock solid system, but made it possible to play solo or coop too (and it works!)
The design philosophy, which was rooted from Apocalyptic World which in turn Dungeon World extends, is to always "fail forwards". This means when your players roll a dice at the table, their action isn't a failure (they don't fail to open the locked door or fail to convince the bandit lord to free the villagers) instead it comes with a price.
The bandit lord let's the villagers go free, because the players are much better prize.
The door is unlocked, but there's a guard right on the other side!
Ironsworn grinds this formula right down to it's core and sprinkles in through all it's rules. It works because doing anything in ironsworn immediately gives you more things to do.
Ontop of the rock solid rules there is a pretty neat, low fantasy, Nordic setting which they encourage you to tweak into your own version of the world. But really it's quite setting agnostic, you could play Ironsworn with a selection of different fantasy/historical settings.
Hope that helps sell the game, I think it's a design achievement after playing a lot of TTRPGs.
If anyone has any questions, please ask!
I've been running some games based on Chronicles of Darkness and am quite fond of the narrative system.
I've been looking into World of Darkness recently! Im thinking of doing a hunter the reckoning 2nd edition as it seems to be in the ballpark of "special but not too special" hunters I want to write for, as well as Hunter The Parenting being fantastic. Mainly looking at hunters as they're easier to write for as well lol, but ill probably go into V:TM eventually too.
I am currently involved with 3 TTRPG games with 3 groups. One is straight DnD5. The second is Shadow of the Demon Lord, which is overall very similar to DnD mechanically.
The third is a hybrid mashup, and it's my favorite. It is using Blades in the Dark as the mechanical base, with the lore from a Microscope universe grafted over top of it.
Our group of 5 (later 6) spent about 6 months playing Microscope asynchronously using a Google doc (after an initial real-time session for our GM to introduce the system to us). We spent the time just building an interesting world, creating historical figures, historical events, etc.
At some point we decided there was enough there, and we picked a point in the timeline to have an adventure. We then used the Blades system to design characters and decide what kind of adventure to set out on.
The Blades system is far less crunchy than DnD and others. Instead of spending most of our sessions rolling dice to decide the minutia of combat, we spend the majority of our time discussing the sociopolitical ramifications of the really crazy decisions our characters are making. We have the freedom to retcon/alter/create anything about the universe we want, because we created the entire thing and made up the rules as we went. It is also the game I feel the most invested in, because I helped create it.
I like Shadow of the Demon Lord - the setting is a little edgy, but the character-building and fighting are pretty solid IMO. I really like the short-turn long-turn strategic choice and the deadliness can be fun if it's expected.
I love Vampire The Masquerade, It's very different than D&D and focuses much more on the collaborative storytelling aspect. The DM is called a Storyteller and most of the drama comes from dialogue skill checks kind of like Disco Elysium - you'll spent most of your time trying to manipulate people to do your bidding. The game is very flexible depending what story you want to play, so there's loads of potential stories to tell as it has such a heavy emphasis on characters and setting over combat.
The lore is very fleshed out and all the vampire clans are different so there's load of stories to be told about the clans alone. There's two main factions Camarilla the vampire government, and the Anarchs the anarchists at the name implies. And both factions have a lot of backstory and lore so the game will play very differently depending on which side your players decide to join.
There is combat in the game but it's really meant to be used to enhance scenes rather than be the main focus. A lot of veterans complain about V5 not being as good as the older version but I've had plenty of fun with it. It's hard to find people and took me about 2 months to put a group together but I have never had as much fun as a DM before, well worth it if you can get a group together.
If anyone is interested in the TTRPG but aren't sure where to being there's a few of video games - the most similar to the tabletop game is probably Swangsong, where you level up different social stats and choose your own adventure. There's a couple of visual novels, Coteries of New York & Shadows Of New York which are good for the getting a feel for the setting - abeit short. And finally there's Bloodlines, probably the best video game adaptation but it has awful combat and needs some tweaking to get running.
When my brother passed a few years ago, I was left with about 4 dozen white wolf game books. Vampire, werewolf, mage...the whole series. I'm trying to get something going in the friend group.
I run a Fate Core for a cyberpunk + precursor artifact discovery scenario campaign set in a future (New) San Francisco.
I adore Fate as a system, minimal crunch (but you can easily add in any needed) as it's actually a system really designed for actors/role players/drama nerd types. To sit at my table you have to be able to and be prepared to role play and improv all the time.
What kind of extra mechanics (or crunch) have you added so far? Anything you're interested in trying to add?
I've added hacking mechanics & entire driving systems for racing that one of my players participates in. The racing mechanics are especially interesting as I have two systems for that.
The hacking uses a variety of "programs" and "scripts" and operates in a metaverse (Snow Crash not Fuckerberg) style landscape.
Disclosure: currently playing a 5E game, and the last game before that was a 3.5E. Here's an overview of games I've played in the past, but this is wildly out of date, and then a game I want to play on the future but I have literally zero experience with. So basically what I'm saying is that my list has no intrinsic value, but I enjoyed the question a lot.
Also at least one of these leans heavily into Wizards of the Coast, and I would also generally maintain that Wizards itself is actually not that bad, but Hasbro is pure fucking evil, which is a minor distinction, but an important one. It's the same stance that I used to justify playing WoW for a long time, and it's probably actually not that true; eventually the big wigs from the parent company infiltrates the top of the subsidiary company and turns it to shit too.
Played
7th Sea
A swashbuckling adventure game focused on, well, the seven seas. Pirates, buccaneers, privateers, sailors all kind of take the forefront. It's set in really-its-not-Europe-guys-no-really and you can be a variety of
European nationalitiesfactions. There's a bit of magic, a lot of swashbuckling, and a pretty fast and loose combat system. It's a bit of an adjustment from D&D and I actually am struggling to remember the core mechanics, other than that it is fast and loose! Theme A+, system B+, from what I recallVampire: the Masquerade (Storyteller System)
My inner goth theatre kid loved this, and I still love it. I would definitely play another White Wolf game as well. It is, honestly, teen oriented melodramatic bullshit, but tons of fun. If you wonder what I mean, read this overview of the clans and get a sense of the sort of game you'll be in. One of my favourite descriptions from the wiki:
That one sentence sums up the feel of the game. But if you were an early 20-something who loved Blade, The Matrix, Dark City, Interview With A Vampire, or even Buffy, then this was a way to play out something that felt similar to one of those movies. The Storyteller System is pretty good, and feels like it does focus more on the storytelling than pure combat, though combat was still fun and good.
Pathfinder 2E
I found Pathfinder to be the easiest drop-in replacement for D&D. There are things that I like better - the focus on feats which make characters feel a lot more distinct is probably my favourite. In D&D there are analogues to that, though - for example, my current character is a Warlock and the invocations have a similar feel to feats. Overall, P2E is a great system; easy to get into, fun to play, easy to make a switch to from D&D.
Custom Magic: the Gathering Dungeon Crawler
Okay, so this is probably my favourite. A number of years ago, my brother came up with a very cool and fun D&D / Magic mashup that I think Wizards of the Coast should just buy and release. You create a deck from a set of pre-defined cards, with some custom "class" cards that give you benefits, and then you run through a dungeon, with combat being played as a game of Magic, with the DM effectively being the Archenemy. We've only ever done one-shots, but they have been some of the best gaming sessions I've ever played. Here's his post on reddit about it.
Planning to Play
Numenera
I got a bunch of books from a humble bundle, and I just like the idea of the game. It is set a billion years in the future, and the rise and fall of civilization has happened several times. There is technology that is effectively magic - the Clark quote, "any sufficiently advanced technology is indistinguishable from magic" is basically the defining characteristic of the setting. The system itself seems pretty simple and easy to get into, and the character creation seems fun, and is about as far as I've really gotten into figuring out the system (I'm angling to get my D&D group to play this after our current D&D campaign ends... in about 2025). Your character has a sentence that describes what is effectively your "class":
I am [Name], a [Descriptor] [Type] that [Focus].
So your character sheet at the top instead of something like "Jarvis, level 12 Bard" would be "I am Jarvis, a Learned Jack that Brandishes a Silver Tongue". I don't really know how well this works, but it seems like fun in theory.
Really like the idea of Numenera. I remember checking out the demo by Monte Cook when Torment was releasing and feeling impressed.
I participated in a numenera campaign that was about a sea world and ancient civilization. I really enjoyed the system. The type description focus reminded me a lot of fate but with a bit more involved and complex systems. I played a character that changed a lot over the course of the campaign and it felt like the system was able to accommodate it well. The check system was particularly nice and well crafted.
If I recall, I purchased the Numenora books after a chat about your game several years ago. Still haven't managed to play it yet, but looking forward to it!
Oh that's neat. I hope you enjoy the system as much as I did!
BATTLETECH
The greatest tabletop spreadsheet simulator ever created. An interstellar warfare simulator largely carried out on planets and moons with centuries old stomp-y robots built on forgotten technology, lore-rich factions, and semi-hard sci-fi physics to tie it all together.
Recent resurgence is entirely due to the success of the HBS PC game which was piggybacked upon to release new books, models, etc. I haven't played the TT game in close to 15 years now because the player base had dwindled to just pockets of old people like me that aren't locally concentrated enough to actually get a regular game together. That is a possibility now as there are games at game stores and LFG now, but I haven't made the time to go and know that if I do so it'll just be another hobby I pick back up, which will inevitably result in spending inordinate amounts of money on boards, terrain, accessories, a resin printer, and the services of a miniature painter. So for now I play MegaMek when the BT itch needs scratching.
The game is fun, it has the right amount of logistical management in full campaigns without actually weighing you down with unnecessary minutia like some games and a casual scenario can be tossed together easily if you aren't in the mood for full campaign which is often weaved into someone else's campaign as you're largely a mercenary that can take jobs as you please. No magic, no aliens, no interdimensional beings, just humans doing human stuff a millennia+ into the future. Factions range from relatively "normal" groups to hyper-fanatical dirty clanners so you can play whatever part you want, but also suits people that just want to be themselves and do their thing while blowing up each other.
Makes me want to party like it's 3025.
I've only played HBS Battletech and the Mechwarrior games, but learning about the lore has been the most fun for me. In the right hands, it would make for an amazing series a la Game of Thrones (pre-season 7/8 of course).
Would love to play the TT as well but storage and lack of nearby people to play it with is an issue.
Lancer. 11,000 years in the future humanity has finally gotten its shit together and is working to build a galactic utopia. This is hampered by the tyrants and corprostates that want to rule their own little fiefdoms instead of letting people be free. Player characters resolve problems by fighting in giant mechs. Also there are AIs from outside of causality; some of them are friendly but all of them are deeply weird.
Notable for having surprisingly excellent companion software.
I'm playing in a long-running Lancer campaign, the third that my group has done, at the moment. I absolutely love the system because I feel like I have fun and impactful combat choices to make nearly every turn, and the fluff lends itself to weird, anime-style shenanigans pretty well. I also like the lack of crunch in the social roleplaying. It feels like a nice mix of a proper dedicated wargaming system and FATE or something.
I second the companion software being excellent.
Ah man, Lancer is my white whale RPG. I really want to run it for my group of friends, but I haven't been able to drum up the interest yet. Maybe one day, or maybe I'll get them to play ICON instead, they're definitely more into the fantasy milieu.
Oh dang, someone DID mention Lancer and I just missed it. Well, adding a comment here to say that if you like the idea of rules light narrative gameplay + crunchy, customizable tactical combat but want to play a fantasy setting, check out ICON! https://massif-press.itch.io/icon
Genesys, love the dice pool mechanic. This system interestingly was my first RPG. I almost started with Pathfinder in college but the guy organizing that game dropped out in between semesters so we couldn't start up at the beginning of the next semester like we had planned. A year later, a friend wanted to play Edge of the Empire and since I'm a Star Wars nerd, I was in.
I just got the Genesys core rulebook, since I've heard good things about it, but haven't cracked it open yet. Other than the dice pool mechanic, what do you like about it? What else does it bring to the table?
So a lot of this is going to be in comparison to DnD 5e just because that's my and most other people's reference point. I'll also use Edge of the Empire (EotE) as well because I have more experience in that.
Customization. 5e has extremely poor customization of your mechanical character past level unless you decide to multiclass. Genesys has a XP buy system so you can have people will focus skills, some focus talents, and some focus a mix. Makes characters have a bit more creativity. This plus a more fleshed out skill system means that you can have people that are legit worthless in a fight and still able to contribute to overall campaign.
Being honest about death. It's hard to kill someone in Genesys. Like you have to have at least 5 prior critical injuries in order to risk being killed in combat from an additional critical hit (barring crit modifiers). 5e has so much low level healing passed around and many DM's are afraid to kill people that I think the rules should just be modified to acknowledge that rather than pretending it's more lethal than it really is.
Combat differences. With armor, I just prefer the soak damage reductions over AC. Not to mention the way piercing interacts with it causes an interesting mechanic. Piercing can start acting as a health equalizer between your beef cakes and squishies. For example in EotE, a light saber ignores 10 points of damage reduction if it hits. Most players will never hit that so effectively it means that no one gets the benefits of armor against the dismemberment laser sword.
Also the lower health pools in general mean that low level threats stay dangerous because you still need to be concerned about losing a few health here or there when you only grow from 12ish to 20ish over the course of a campaign. And you only increase health if you invest XP into it so it's not even a sure thing that your health increases.
Magic/the Force - It uses casting from health which puts a big clamp on how much you can use it. Sure, it uses strain which is the health pool that's meant to swing wildly over the course of the day but within an encounter, you can only use it so much. It helps keep things in check when you are looking at your strain and wondering "Can I risk being put out of commission for the rest of this encounter with one bad roll?". I haven't had much experience with high level magic users so I can't say if it does start having the same problems as 5e but based of EotE keeping force users in check by XP gating it super hard to the point of having to sacrifice their skill progression, I suspect it'll be better than 5e.
As a closing note, I will say I think the core rule book for Genesys is kinda useless. I'm using Realms of Terrinoth (which frustratingly requires the Genesys core rule book for some stuff) for my fantasy world because I don't want to tell players "Use pages 100-110, the equipment list on page 204, the race list on page 195, the magic rules on pages 350". I want the books that preset Genesys into fantasy, space opera, modern fantasy, etc so that way I then only have to do minor tuning to set things how I want for my campaign. If I have to build the entire thing from the core rule book, I'll go play GURPS or something.
Thank you for the detailed writeup! Every time I think I'm starting to get a handle on what's out there, I learn about completely new to me systems, like Edge of the Empire.
I'll come back to your comment after I've read some more, including Edge of the Empire and Realms of Terrinoth.
Edge of the Empire is completely standalone due to it predating Genesys by several years. It's the same system under the hood with relatively minor changes between the two.
If you want to get into Genesys and like Star Wars, the beginner game for Edge of the Empire is probably the easiest.
I don't think i saw i mentioned but the Forged in the Dark system is a great narrative first system. It's not numbers heavy, at most you roll 5d6 and take the highest.
I'm playing a bootleg star wars game Scum and Villainy and it's a ton of fun.
I've got to throw out a mention for Mouse Guard, my favorite system. You play a patrol of mice protecting citizens from predators, nature, and other mice. I love the themes of bravery, duty, service, and standing up against greater threats.
Mechanically, it incentivizes you to role play your character traits, both positively and negatively, rather than "win." And the classless skill system bases levels on using the skill: to level up a skill, you need a certain number of successes and failures with it, so you're actually encouraged to stack the deck against yourself sometimes.
I've only played it once, but I really enjoyed "The Sprawl". It's a "powered by the apocalypse" Cyberpunk, heist game. It runs really different from something like Pathfinder/D&D. It's one of those games where the story is a lot more important than actually winning.
The combat is fairly abstract, and it's more about managing risk and resources. My favorite mechanic is that contacts, knowledge and equipment are bankable resources you can save or spend. So when your plan hits a snag, you can spend a contact to be like "I know a guy that can help us fix this, and invent a character that is now part of the world.
Theres this fun thing where equipment and knowledge can be retroactive. Mid mission, things are looking hopless, you can you spend an equipment point, to have always had a piece of gear that you're using now. "Luckily I knew this would happen and I jump off the roof, activating the parachute I've carrying this whole time." It helps sell the idea of an elaborate Oceans 11 style heist.
I've been in a Dungeon World game as a player for a while now and it's been a pretty interesting D&D alternative to try. I'm not sure I like it more than I do D&D – it's a bit too simplified for my tastes and the lack of critical successes/failures take away too many interesting moments to me – but it does have some noteworthy advantages.
I think the biggest of them is the fact that the combat system is much faster-paced. Instead of an initiative system, players just ask the DM when they want to do something. They roll for it, and if they fail badly enough, the DM "makes a move" against them. In practice, this usually means a player tries to attack something, misses, and as a result the monster hits them instead.
On the downside, this means enemies get almost no rolls whatsoever, and so they almost can't fail,1 and I find the lack of, for example, a monster failing a stat-save to not get knocked off a cliff after being hit to be a shame. On the upside, this feels way faster and lets players act far more often, as well as dramatically simplifying things.
Overall, I feel like this change in particular is on the whole beneficial, as one of my biggest peeves as a D&D player so far has been that I feel like I spend a lot of time waiting to get to do things, and this solves that. Still, I can't shake the feeling I'd be having more fun if more granularity were available.
1. What more, if players get lucky, monsters might not get to do anything at all.
I ran DW for a while, and I loved it. The narrative focus, the collaboration, and the simplified mechanics were actually a draw for me.
We're taking a break right now and trying 13th Age, but when we get back to it I am going to use the Unlimited Dungeons hack, which smooths some of the rough edges (such a replacing races and alignments with backgrounds and drives and using just d6s, among other things).
The only thing I dislike about the system is, as the GM, I'm really bad at coming up with the consequences for partial successes.
13th Age (SRD) is fantastic. It's a D&D-esque system that is lighter on rules (especially coming from 4th Edition) and heavier on trusting the GM and players to make smart decisions. The coolest thing in my opinion is the way that they handle skills. Instead of being proficient in "Sleight of Hand" or Picking Locks, a rogue might put background points into "Cat Burglar" and then when asked to roll a skill check the player will ask if Cat Burglar applies or not. This can get interesting with more creative backgrounds. One of my favorites was a player who put several points into "Good Dancer" which he then successfully used for things that required light feet some types of social interactions.
I just started my group on 13th Age, and we're having a blast. We're all new, though, so it's taking some time to learn the rules. We used the sample adventure in the core rule book, and it took us the entire first season to run the first goblin fight.
The background system instead of normal skills is such an elegant change. If I ever go back to 5e (or 1DnD), I'm going to find a way to hack that in.
What do you do with the icons? I'm terrible at improvising how the rolls come up in play.
I'm running a 5e game right now and gave all of my players an extra "skill" that is a 13th Age style background. They automatically get their proficiency bonus and I won't ever call for it, but they can say "I want to use Good Dancer" for any check that it sounds fair for. It's a bit of a buff for the players, but it isn't huge and it adds some customization options.
I've only run one campaign that used icons (I've run it twice, but still). The premise for the campaign was
stolen fromheavily inspired by Majora's Mask. I had a time loop and there was a side quest chain associated with each of my custom icons. Icon dice were only rolled at the start of a loop and the icons that had 5s/6s would have their side quest chains spotlighted. The players also had the option of trading their 5/6 for help from an icon with whatever they were working on at the time.Cyberpunk 2020 is probably my goto. Just something about the system that works well for me.
13th Age, Mythras, and Genesys are all good as well.
Have you played CyberPunk Red? I am very curious about the game but my current D&D group doesn't seem too interested in it.
Particularly I am curious how combat tends to play out? I could see it becoming very confusing with trying to switch between irl combat, hacking in the cybernet, and some classes that don't seem to be at all combat inclined. Do you just try to leave non-combat classes at home base? Am I just entirely off on how the game functions?
I've played Red a bit, yeah. It's... fine enough. I played 2020 first, and 2020 feels really great to me, so Red feels like a bit of a downgrade. There's less of a "real world" vibe with Red and more of a, well, "TTRPG" vibe -- you don't get to choose between multiple shotguns with different advantages and disadvantages and RPS counts... you get "light" and "heavy" (don't quote me on that actual nomenclature, but that's roughly what you're dealing with).
The things that make the Interlock system itself shine are still great, though. Combat is seriously incredible - you can keep firing as much as you want, but you'll take a penalty for each successive shot. Wanna shoot from behind cover? Yeah, there's some numbers involved -- you get a boost to your chance to evade, but you take a penalty for your shots. Want to run and gun? Same deal! All of these stack. The skill system is great too, and is much more broad and diverse than most games I've played. Want to be good at accounting? Yeah, that's a skill.
Red's big issue is that it suffered from something that I feel like was running through the industry for a while -- what I call "dungeonification". It feels like if they made 2020 for the D&D 5E crowd. They simplifed/streamlined it in weird ways, and took out a lot of the uniqueness that makes it Cyberpunk.
It's not as bad as Cyberpunk's third edition, but it's just... slightly blander than the full fat 2020 version, you know?
Now, if you want a good fantasy RPG, The Witcher uses Interlock, and has some of the coolest crafting I've seen in a TTRPG. It doesn't have the baggage that Red had coming from 2020, so it felt a lot more fresh rather than bland.
I've been a pen&paper gamer for close to 25 years now but never been big on D&D. Dabbled in it, but somehow always bounced off.
My biggest endeavour by time was probably Earthdawn (1st edition, I even still got all my books!) which I GMed for close to 10 years and played multiple times, too. It's a fantastic world for playing a less combat-centric adventure in IMO, and worked really well for me because I am a GM who thinks of characters, situations and moments but not of how they'll fit together and when they show up, I leave that to my players to achieve (or fuck up 😂).
My second big RPG would be Shadowrun. We originally started playing it as a "break" in our EarthDawn sessions. Since we played ED very light on combat, strong on roleplaying (what with the whole legendary points as XP lending itself to that), we used SD as our pure shoot/punch/shoot/hack/shoot game. I tried the 5th edition later, and I don't know. Felt weird. Tried to GM it again, couldn't get myself to be excited by it sadly.
However, nowadays I am excited mostly by FATE, specifically Secrets of Cats but FATE's nature of course leads to an inherently hackable and motifyable nature of any setting you start with. I love it, especially how strongly it focuses on cooperative storytelling as a roleplaying focus over rules and combat. Perfectly my cup of coffee.
So, any non-DnD games looking for an extra player? :)
In addition to 3rd, 3.5, 3.75 (pathfinder) and 5th edition of D&D I've played:
Cinematic Unisystem (can't recollect how that worked)
Das Schwarze Auge (German system, English version is "The Dark Eye", reverse D20 system, lower numbers are better)
Warhammer 40k: Deathwatch (D10 based system)
And some others, of the above I prefer the last one. When it comes to simplicity I'd like to delve deeper into Cogent: https://cogentroleplay.com
Me and my group have had a great time playing a few non D&D TTRPG's.
Call of Cthulhu is one we've gone back to a few times, we've also enjoyed a one shot using Delta Green, Cyberpunk and Vampire the Masquerade.
One that we really had a blast with was Laudunum Drinkers, a very simple TTRPG written as part of a game jam by Luke Gearing. It's like a cross between 1890's Victorian London and Inception where a Victorian Gentleman's Club conduct experiments into colonising dreams.
No love for Savage Worlds yet? Well, I'll be the first to recommend it. It could be the last TTRPG ruleset I ever learn. I love that it is setting agnostic and the core book covers enough ground to run just about any setting. The new Fantasy Companion is an amazing add-on. SW has just the right amount of crunch for me... and I liberally use Quick Encounter rules to keep the game moving along for my players who enjoy exploration, investigation, puzzle solving, and NPC interaction more than straight combat.
I played D&D for many years and watching OSR take off has been cool. I even picked up OSE like everyone else (though I still prefer BFRPG by a long shot). Ultimately, Savage Worlds scratches all the itches for me.
There is going to be a Kickstarter for a 20th Anniversary version soon for anyone interested.
I got into Savage Worlds through Rifts, but haven't had a chance to play or get physical copies. It looks like a great framework for gaming, and I'll be on the Kickstarter when it hits.
I ran a Deadlands Reloaded game via Zoom during the pandemic and it was very successful. Prior to that, I had run D&D 3.5 and Pathfinder 1e with much success, but the couple of Savage Worlds one-shots I ran had been very successful and the Deadlands Reloaded game was super fun.
I'm leaning more toward OSE and other old-school stuff because of the simplicity, but if I fail to find folks to pick it up, I'll probably do my fantasy gaming with Savage Worlds since it has such a nice, compact feature set.
SWADE is on my to-try list. How would you pitch it to 5e players?
Absolutely love Savage Worlds! I'm currently running a Savage Rifts game that's going on its 3rd year. It made it so much easier to play than it was with Palladium rules.
Going to start a Call of Cthulhu group shortly. It's been such a long time since I've played a TTRPG, not that it's stopped me from joining Kickstarters for a variety of games over the last few years - OSR, Mothership, Orbital Blues, Black Hack, Cthulhu 2nd edition reprint. I love them all and want to run them all, but I'm pretty happy that the group went for CoC: the props are amazing (and HP Lovecraft Historical Society has a bunch of super realistic props), and the theme is so different from the fantasy games.
Hey, finally a CoC comment! I'm starting up a CoC group with some friends using the starter set. I'm the KP and I have all the props ready for Edge of Darkness. Thanks for the tip on HPLHS, I'll check it out!
I think we’re going to start with ‘The Lightless Beacon’ - a free starter module on the Chaosium site, that apparently only takes an hour or two to run. If the group enjoys it, we will kick on with ‘the haunting’ from the QuickStart rules (and it has props from HPLHS via the classic CoC reissue kickstarter and subsequent prop box that was created by HPLHS).
Here's what I've been playing:
Pathfinder 2e: Ran the beginner box for my 5e table over Foundry. We had a blast! I'm looking into Eberron conversions for pf2e and I'm excited for the upcoming remaster.
Blades in the Dark: So easy to run, so intense. The mechanics really click with me. I borrowed downtime and clocks for my 5e game, and sometimes I do engagement rolls. I've also run Scum & Villainy and I intend to run Band of Blades one of these days.
Icon: from the co-creator of Lancer, it just got a big playtest update and is reportedly feature complete. I'm looking forward to trying it!
This might help you out, then!
https://scribe.pf2.tools/v/2qF7WjsY-pathfinders-guide-to-eberron
I must say that Dread is my favourite system for one-shots, particularly for players who don't have the time to dedicate to learning a complex ruleset.
Long story short, it's a ttrpg where instead of rolling dice etc. to see if you succeed, you draw from a jenga tower! If you succeed, you succeed. If you start taking a piece but then think better of it then you fail, but not catastrophically. If you knock over the tower however, you are... removed from the game.
As it's predominantly a horror game, I love going all out with a soundboard and customised ambient noise as we go, it's so much fun to ramp up the tension when someone is trying to perform a real life dex check!
I'm not going to go super deep into all the games people have already mentioned, but a short-list of what we've played with our in-person group so far is:
So, now something no one has mentioned yet; Ten Candles!
Let me tell you about it.
Ten Candles
What is the idea? Well, basically you and your group will be embarking on a story, which you co-author. The twist is, that in the end everyone dies. Additionally you have 10 lit candles on your table, which extinguish either due to bad rolls or naturally. Once the final one is out, the story is over.
It's described as a tragic horror game, and I honestly loved the session we played. This video gives a really awesome idea and honestly does a great job at making you feel the way a session goes
So give that a try! The book takes quite long to arrive, but is well worth it if you like collecting physical copies like me :)
Been lurking for weeks, got an invite and boy am I ready to add to this post!!
TL;DR Nobilis is a diceless, theater of the mind game in which you play as gods defending existence by wielding the metaphorical and physical instantiations of a concept that you rule (anything from fire to improvisation or symphonies).
Nobilis
I’m going to give a bunch of info because no one else has mentioned this amazing game yet and more people need to know about it.
Overview
Nobilis is a diceless rpg made by Jenna Katerin Moran that takes place in our world (kinda) in which the players each get to be the “Power” or “Noble” who controls some aspect of existence fighting to constantly defend the very essence of creation.
Characters
PC are “Nobles,” who each govern an “Estate.” An estate can be literally anything. My four PCs are Conflict, Protagonism, Fortress, and Balance. The characters are all members of the same “Celestial Family” who all serve an Imperator, the super op god who gave them their powers.
Fun examples I’ve brewed are Laundry, Change, and Merriment.
Gameplay
Nobilis is completely theater of the mind, diceless, and has no turn order. For the most part, a player says “I do a thing (which I can reasonably do)” and the DM says “Yep, that happens.”
But what can you do? Their are four main stats in the game as described below. You buy points in them and at any point you can do anything at or below your level. You get limited Miracle Points you can spend to go above your usual level.
Aspect: physical and mental abilities. At low levels, you perform at peak human performance. At high levels, you can redefine physical possibilities such as stuffing a mountain into your pocket or drinking a lake.
Domain: Manipulate physical manifestations of your estate. Throw fireballs, strike a TV set with lightning.
Persona: Interact with the metaphorical or spiritual meanings of your estate. Make someone’s personality more fiery, make a TV set show a documentary about lightning.
Treasure: Collect cool stuff, people, places, and symbols and wield them across time and space.
An Example
Two players, Nihilism and Improvisation were stuck in the middle of a desert. Here’s how they got out:
So what?
When you combine all this (and a lot of other complicated rules), you get a really cool game that lets the DM and players do really anything they can imagine. My players are literally constantly solving problems in new and creative ways.
The fact that it doesn’t have skill checks and is all theater of the mind and that my players are practically gods means that rather than prepping pages and pages of numbers, I prep concepts and general vibes. As they play, I can shape the world towards the story they seem to be enjoying but there’s no planned map of rooms or stat blocks.
Compare to DND?
It took me a long time to find Nobilis, a very long time to understand, and a very very long time to find a group and get them bought in. During that journey I have found had a lot of time to reflect on DND, which I have played a huge amount of.
Here’re a few things that stand out:
I never liked the randomness in DND. If the big hulky gal with the axe smacks the wooden door, it should break open. If she smacks a steel wall, not much will happen. I don’t care what dice say.
I never liked how much I had to say “no” as a DM. Players in DND already have a relatively limited range of abilities and if you implement the game RAW it just feels bad (in my experience).
Speaking of RAW DND, I find that the amount of little crap like weight limits, tracking components, rest, etc was just such a constant headache I found myself just having parties ignore them.
Backgrounds don’t really matter for gameplay. In Nobilis, there are extensive systems (which I wont take the time to describe unless asked) that turn RP/character background into highly relevant tools for PCs and DMs during gameplay. Character creation is a many hour process and is very relevant to gameplay.
All of these, and many other gripes with DND are “solved” in Nobilis.
I’ll stop this essay here but if any of this piques your interest I would be very very happy to reply or PM (hehe once I learn how) about anything Nobilis. I’m about 8 months into my first campaign and it is by far the best rpg experiences I’ve ever had and my party (all noobs) are in love with it.
Stars Without Number. I'm sure that I don't need to explain to a Kevin Crawford fan why, but...
I love sandbox. I love putting the power in the player's hands. The Firefly-like fun of "point your ship this way and see if you can survive on your wits" is incredibly satisfying, and the game system running it all is wonderfully simple.
I play (well, the campaign is on hiatus now, but our last session was not that long ago) In Nomine Satanis / Magna Veritas (aka INS/MV), that French TTRPG about angels and demons. I've written more extensively about my experience here on Tilde, but the short version is:
I will always evangelize for Barbarians of Lemuria. It's the first ttrpg I've liked enough to actually buy a paper copy of. It's incredibly flexible and incredibly simple and all of the roles are 2d6 sometimes with an advantage or disadvantage and you have to beat nine. That's it. You add direct numbers from your stat sheet and just getting 1 extra attack feels powerful. It's an homage to the sword and sourcery of old with heros that spend all their money at the end of each adventure. It's a good fun low crunch easy maths system with simple character sheets and minimal prep needed.
Through the Breach, a card-based TTRPG where you flip a deck of cards and can cheat a card from your personal deck if you don't like the result, assuming you have cards available. It's set in the Malifaux world, an early 1910s alternate timeline where a rift opened and introduced magic and another world into our world. It's got pretty much everything but leans more steampunk than anything else I think.
I'm the DM in my friend group (even if we are playing a board game) and we've been doing D&D 5E for the last 6 years now. We just finished our 3rd campaign so I suggested a change of pace, so we are doing a sci-fi themed game running with Traveller (Mongoose 2E ruleset). We just started last week though so I'm very new to running it--session zero was literally just rolling characters, which is a lot of fun.
haven't had the chance to play it yet, but I've got the book for The One Ring not too long ago because it was so beautifully made and I just love LotR.
I've got some experience DM'ing DnD but I don't currently have a group to play TOR with. has anyone here had the chance to play it?
I really love scifi, tons of really good options there, but if I have to pick one, it should be Traveller for sure.
I'm currently playing Moongose Traveller 2e and it's great, the system manages to deliver a ton of different types of scifi adventures of all kinds (diplomatic, combat, space, planetary, social, merchant), I love the semi-random character gen and I really like that characters are competent but not heroic.
It has a balance that makes me happy without stopping the game from being an "party of misfits on at adventure" kind of game.
I also love the gear progression (instead of levels), you can improve skills but it's slow.
I'm a long-time player of all things Palladium. Yeah, I hear what the peanut gallery says about it, but I love their games dearly and honestly have more fun playing and running their games than most others these days. Beyond that, I'm also a new but growing fan of the 2D20 system from Modiphius. I got into it last year to play the Conan games, but then quickly fell in love with it and moved into Homeworld, Fallout, and now some of the newly-developed community content. I'm excited to see where they take this system in the future.
Haha, I'm part of a Rifts campaign set in England (World Book 3) and it is WILD. The amount of page turning and backtracking makes me feel like a wizard pouring over arcane texts looking to extract their dark powers, but we are having an absolute blast regardless of the ramshackle structure of the system.
I'll have to check out Modiphius! Sounds intriguing.
I just recently closed out a Rifts New West campaign that was absolutely nuts. And about three hours from now we're starting up a brand new Palladium Fantasy 1st Edition campaign. It's a good time to be a nerd.
I really enjoyed Monster of the Week (https://evilhat.com/product/monster-of-the-week/)
It's more story driven and less about the math (just uses six sided dice), which is nice for more casual players. Plus it has an urban fantasy feel which was a nice change of pace from the medieval or futuristic settings.
I've begun collecting various game systems to improve the Curse of Strahd campaign I'm running for some friends: Pathfinder 2e, Fate, Index Card RPG, and Microscope RPG to name a few.
For me, I've shifted from "Let's switch systems at my table," to "How can I elevate the system that everyone already knows."
Every group is different, but this video got me thinking about what's "core" at our particular table and how I, as the GM, have the power make a great campaign regardless of the system used if I understand game fundamentals well enough. https://youtu.be/YD06aKOf_ok
That said, I would be VERY interested to hear if anyone has tried more surreal game systems like Troika! or Electric Bastionland. What was your experience like?
I've been digging into Ironsworn: Starforged, very cool solo TTRPG with a cool way of telling stories
I'm in general not a creative person so I struggle a bit, but I have heard people having great success using ChatGPT to help the storytelling too
I have used ChatGPT to come up with NPC backgrounds, stat blocks and story ideas. Most are very plain, but it gives me a place to start.
I got my group into Dungeon Crawl Classics! They loved playing through a level zero funnel, and the game's level of zaniness is perfect for a fun weekend game. Ever since the OGL debacle, I've become a bit addicted to buying different TTRPG rules sets and have tried a little bit of everything presented to me.
I'm currently working on my own TTRPG, specifically for one-shots. It's designed to be what I thought Fate Accelerated was going to be before I ran a game and realised that it wasn't. Extremely RP focused and very very very simple. Here's the "Philosophy" page of the current version, it's called "One Shot Engine":
I'm bad at doing maths and remembering things, so I vastly prefer moments where the RP takes the lead. FAE was good, but it was too collaborative for my purposes. I wanted to run a game that was a little more railroady (as I think one shots need to be) and FAE just didn't really do the job. It's good for getting together with people and making a story, though, here's a video of Wil Wheaton, Felicia Day, John Rogers, and Ryan Macklin (one of the games designers) playing Fate Core, FAE's more complex older brother.
I run a lot of Delta Green. It started as a third party expansion for modern, X-files(ish) for Call of Cthulhu and became its own (arguably) better game.
The premise is that your characters are part of an off-the-books government conspiracy that protects the world from unimaginable threats. There, likely, is no backup coming to help you, and you're typically operating under flimsy cover identities which could fall apart at any minute. And even if you succeed, you're still going to need to complete a cover up that people will believe... because humanity cannot know that sometimes they are no more than minutes from being totally wiped out.
It hits all the marks for me. Easy to teach system (d100 roll under system), and because its modern horror, you can essentially run it like a serialized tv show (if the characters don't get wiped). The modules are some of the best in the industry. You get everything I love: investigations, mythos horror, hard decisions, and inter character drama.
If you're remotely interested, check out Last Things Last on drivethrurpg. Its all you need to run a quick adventure and if this is in your wheelhouse, I guarantee you'll be hooked.
Disappointed to see no mention yet of Massif Press's two amazing RPGs: Lancer and ICON.
Lancer: https://massif-press.itch.io/corebook-pdf-free
ICON: https://massif-press.itch.io/icon
Both follow the same core gameplay desogn, which I really love - splitting the game into a rules-light narrative mode for your wandering, conversing etc. and a nice, crunchy, very well balanced tactical combat.
Lancer was developed first and is unapologetically a space opera mecha pilot rpg. Hundreds of potential mech combos, well fleshed out setting background and three supplementary books released now. Best Kickstarters I've ever backed.
ICON is still in beta but it's effectively the same idea tailored for fantasy. I personally love what they've done with classes to optimize customization.
Both are heavily supported by the community - the discord is bumping and Lancer in particular has a lot of excellent homebrew plus a great web tool called COMP/CON.
Many of them, actually.
Dating myself here but I’m stoked to see Star Frontiers was released by TSR. It never caught on as DND but was a blast to play. Going to finally order the damn thing.
https://www.belloflostsouls.net/2021/06/the-newest-tsr-relaunches-classic-star-frontiers-rpg.html
Unknown Armies!
I know this is more of a niche TTRPG, but Unknown Armies quickly became my favorite tabletop game sometime during the middle of the 2nd Edition run. Online friends of mine merely had to put the rulebook in front of me and I was immediately hooked. Basically, you and your party are a group of profoundly disturbed individuals, but as it turns out, having peculiar idiosyncrasies to the point of near-madness is what's required to perform legitimate works of magic in UA's universe. It's set in the midst of an occult underground of the 1990s, with many different secret cabals and cults vying for control of all of the unseen currents and magical artifacts they can get their hands on. UA is a game of conspiracy, deceit, and madness, with a punishing and visceral combat system. Definitely worth looking into!
One of my groups is playing Traveler, an older SciFi TTRPG with more of a focus on rp and more of a gritty realism. It's D6 based. Personally I really love the character creation process that has you roll for how each stage of your life turns out up until the point the campaign starts. It's been super fun overall.
I never got into RPGs for the D&Ds, so here's just some games that I love:
Primetime Adventures
https://en.wikipedia.org/wiki/Primetime_Adventures
In a Wicked Age
http://www.lumpley.com/wicked.html
Apocalypse World
http://apocalypse-world.com/
My Life with Master
http://halfmeme.com/master.html