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22

Fate characters are proactive, competent and dramatic It may seem like that's a given for just about any game: who wouldn't want competent, proactive, dramatic characters in their games? But some genres don't work that way. Horror is a notable example. Most horror games turn on characters feeling powerless, which is not what Fate does - horror in Fate ...


12

Advanced Dungeons & Dragons 2nd Edition Council of Wyrms had rules for players to roleplay as a dragon and dragon themed characters. However, this material is very dated, and roleplaying consists of years at a time rather than days at a time. Dungeons & Dragons 3.x Edition Draconomicon, Races of Dragon, Dragon Magic, Savage Species all give rules ...


10

Apocalypse World seems like the obvious answer. It offers explicit rules for leading a group or gang (or having your group or gang act remotely), it's certainly post-apocalyptic, and it has nothing to do with any of the systems in your list of things it cannot be. You might need to do a wee bit of squeezing for the large-scale travel in groups, but the ...


9

The point of Dungeon World published adventures is, like all published adventures, to take some of the burden of prep off of the GM. But in Dungeon World, prep is limited to detailing fronts and drawing maps with blanks (both literally and metaphorically). So published adventures in general just do some or all of that for you. A good DW published product ...


9

The main thing I think that would be hard to do in FATE is GM-designed-mystery-solving. Due to how it's expected that the GM shares with the players all the relevant information, including things the characters would not know (and then bribe them into their character not acting on that information with compulsions) it gets really hard for the GM to set up a ...


8

Nearly every RPG works this way. When you want to stop, stop. Character sheets should reflect a character's current condition and equipment. Anything else important to keep track of (what's happening in the story, NPC conditions, etc) should be remembered by the GM and players and/or written down as notes for next time. This is the normal way that ...


8

The only one I am aware of was produced for one of the 'Free RPG Day' a couple of years ago as a demonstration game. It was called The Slave-Pit of Drazhu, and is intended to run for approximately 2 hours. Having played through it with a DM who didn't really know what they were doing, it was extremely clear how having a good grip on the principle of the ...


6

Numenera Your world and requirements sound like a good fit for Numenera, a game by Monte Cook. The setting for Numenera is Earth a billion years in the future - a world built on the ruins of eight previous worlds. This meshes nicely with your setting: ...a setting that used to be high fantasy before a world war left everything in tatters, with ancient ...


3

Cards and Quests is a standard 52 playing card based table top RPG. No dice needed! C&Q is a fantasy setting. Magic and melee combat is detailed out. While there are no firearms in the ruleset, you could easily substitute in the firearms you would like to add using the same rules for bow/crossbow/ranged magic blasts. (you can either use the typical ...


2

I don't know how much this will be close to what you are searching for, but I follow a (hacked) 5E D&D show at itmeJP's Twitch channel called The West Marches, featuring a consistent GM and based off ars ludi's West Marches. Long story short, it's based of a permanent sandbox world where a rotating cast of players go on adventures, with a main central ...


2

Let me recommend Polaris, which is a very odd game but potentially just what you're looking for. It's also potentially not at all what you're looking for, because Polaris is weird, but nothing ventured nothing gained eh? By default in Polaris, you are knights under the command of a king who has begun to go mad. As a last resort, you have formed a kind of ...


2

There are a few "next steps" that you can attempt - 4th Edition D&D is, in many ways very, very similar to the D&D Adventure System games. I recall seeing some threads on the WotC forums to this effect, and http://www.dndboardgame.com/ appears to be an effort to convert some of the earlier Adventure System games to that version of D&D You could ...


1

The Burning Wheel has all of the core characteristics, other than random starting class. There are a fairly limited number of starting careers ("born lifepaths", in the jargon) for each race, though, so I'm sure you could make a table out of it if you like. For example, a dwarf can be: Born Clansman Born Guilder Born Artificer Born Noble Each of these ...



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