Hello everyone!

I’ve had some issues with D&D 5E lately and would like to try something else. I’ve thought a bit about what I actually want from a new system and came up with this:

The RPG should

  • be universal a.k.a. adaptable to different settings
  • be able to include magic of some kind, preferably already offering that option by its default rules
  • be balanced between different character archetypes/classes (if such exist)
  • guarantee smooth and fast combat (specifically less complicated than D&D 5E)
  • guarantee smooth play in general, no constant looking up rules
  • encourage role-playing (not necessarily via rules, but IMO D&D 5E neglects RP by its rules being overly focused on combat)
  • still offer as much customization options as possible
  • be easy to modify if needed and easy to create homebrew content for (e.g. items, monsters)
  • be suitable for one-shots as well as longer campaigns
  • have an online tool or a clearly structured index to look up rules/other stuff
  • already have some homebrew content available on the internet, as well as a platform to discuss rulings

Using the criteria above, I put together a list of potential candidates:

  • Adventurers!
  • AGE
  • Apotheosis
  • Cortex Prime
  • Cypher
  • Dungeonslayers
  • Fate (Core, Accelerated and/or Condensed)
  • Freeform Universal
  • Fudge
  • Genesys
  • Hero System
  • HeroQuest
  • Ironsworn
  • Low Fantasy Gaming
  • Mini Six
  • Old School Essentials
  • PbtA (and/or more specifically Dungeon World)
  • Prose Descriptive Qualities
  • Risus
  • Savage Worlds
  • The Black Hack
  • World of Dungeons
  • Worlds Without Number
  • Whitehack

However, I only read about each RPG briefly… and as you can see, the list is still very long. Do any of the systems named don’t fit what I’m actually looking for or meet the requirements listed above especially well? My goal is to bring the list down to 2-3 RPGs, ultimately choosing from them. Oh, and if you think there is another RPG that I haven’t named, but fits my needs better than all the others: Recommend away!

Many thanks for all your help!

EDIT: added suitability for longer campaigns as a desirable quality

  • Lazerbeams2
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    31 year ago

    PbtA is more of an engine than a game. You can technically run anything with it if you don’t mind making entire play books for each setting. At that point you’re basically making a new game

    I’d recommend taking a look at BESM though. It’s more anime themed, but it’s a competent system with a lot of flexibility built in. Magic kinda has rules, but it’s treated like any other power your character can have. You buy the effects and limitations of your spells when you make or improve your characters

    Another good option is WOIN. Technically it’s 3 games (OLD, NEW, and NOW), but all three books are fully compatible with each other by design and the medieval fantasy book (OLD) has rules for magic and creating a spellcaster. The 80s action movie book (NOW) has rules for firearms and mutant powers, and the space faring sci-fi book (NEW) has rules for cybernetics and psychic powers

    From the games you mentioned, the most flexible ones (that I’ve actually read) are: Risus, Fate (same as fudge), Savage Worlds, Whitehack, Freeform Universal, Hero System, and Worlds Without Number (mostly compatible with Stars Without Number btw). Of those, the fastest combat is probably Freeform Universal. Savage Worlds is fairly fast too, but more tactical. Worlds Without Number probably has the most consistent combat pacing though

    • @[email protected]OP
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      11 year ago

      I got the free version of WWN today as other reviews I’ve read gave a very positive impression. But it appears quite focused on one setting, do you think it’s adaptable to other scenarios without too much work? (aside from Stars Without Number, of course)

      Apart from that, Freeform Universal also wandered into the top tier of the original list after some more research.

      • Lazerbeams2
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        21 year ago

        Latter Earth is just the “default” setting. There’s a chapter titled Creating Your Campaign that has advice for world building from the top down and some magical traditions come with advice for running them in different settings. Classes are kept generic enough to work in pretty much any setting and there’s advice for making new races