Tag Info

New answers tagged

3

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 ...


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 ...


0

There is a P&P system for Game of Thrones. You might want to look into that. More intriguing and backstabing than that isn't possible I guess. https://greenronin.com/sifrp/ There is a quickstart PDF as well, if you want to see if it may fit your needs. I haven't played it myself, but my Gamemaster has told me a little bit about it. The intrigue part ...


-2

Fate 2.0 is hands down my group's favorite system. When Fate Core came out we immediately took it up with enthusiasm but ended up going back to 2.0 because of Fate Core's relative shortcomings. We now use it more or less exclusively for a homebrewed JSR (John's Scion Resources) inspired Scions remake. Here's why: Fate Core is Unmitigatedly Narrative Our ...


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 ...


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 ...


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 ...


9

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 ...


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 ...


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 ...


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 ...


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 ...


-3

The Rolemaster system by Iron Crown (a comparative overview of their systems is here) comes to mind - they tend to go for depth of detail. Years ago, I played in a short campaign, partly set in a wilderness, using the Rolemaster system, and I consider it to have a high level of detail. Survival was important, although not the core focus of the adventure.


-1

Games Workshop has a line of Lord of the Rings miniatures, among which there are nine for mounted Nazgul. Any of them would make servicable horsemen, though I would recommend, "Khamul the Easterling" for the Horseman of War, and, "The Tainted" for the Horseman of Pestilence. They are a bit pricey as the models come in pairs, one mounted and one on foot. ...


-3

The rules for CORTEX are quite intuitive: when a characters attempts to perform a task, the storyteller determines a numerical value for a difficulty, and -usually- two dice are rolled to determine whether the action is a success. So for example, driving at high speeds while avoiding obstacles in the road might require an Agility (Attribute) + Drive (Skill) ...


3

Due to the inherent complexity of most RPG's, particularly Fantasy based RPG's, this is a pretty tall order. You might want to consider something like Roll For Shoes and base it in a fantasy setting.


-2

For something like this I would use a system like Torchbearer, a game based on both The Burning Wheel and Mouse Guard - Role Playing Game (Cannot post the link, sorry). Torchbearer has been designed to be a modern take on the original D&D, making it very lethal. I have read the rules and I know pretty well both Burning Wheel and Mouse Guard. They have a ...


6

For low-reading, I've had great success with Minimus (full version here) by Ken Burnside. To quote the first tenth of the game: All the rules for making characters are on this page; all the rules for playing the game are on the next page. The game master, with input from the players, sets the theme of the game (star spanning traders, Vikings, the ...


4

I have high praise for Church and State for Mutants and Masterminds 1E. It provides a series of events that are likely to happpen, but leaves a lot of the bridging flexible, and accounts for different outcomes in earlier steps. It also has some good advice for how to deal with problem powers among the players and attempts to shortcut the mystery. The big ...



Top 50 recent answers are included