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
I don't mind game-specific dice. Without having read the actual rules of it, Ironsworn's vow mechanic seems like a double-edged sword to me. Seems to encourage RP and progress, but also sounds like it makes any side-track activity pointless. Am I getting something wrong? Also, is an Ironsworn game over once the PCs' vows are fulfilled? (It would be cool to have a system that makes longer campaigns possible. I'll add that to the original post.)
If there is a side track that interests players/characters they swear a vow for it. Multiple concurrent vows that possibly intersect I've found to be the norm. If you have a big quest (vow) it is often smart to divide it into minor quests (small vows). Honestly vows are just quests by another name.
And yes you can run very long campaigns. Things may start peter out when you run out of interesting assets for the characters, when they are "complete".
You will when you lose one of them and the publisher is out of business or no longer supporting that game or the like. Genesys looks like a great game for my tastes, but the custom dice are a show-stopper for me. They're simply unavailable where I live unless I import them at great expense.