My Ideal Game System?

Retreater

Legend
Those of you who know systems better than I do may be able to help with this project. I am searching for my ideal game system that can best meet the following criteria:

1) Similar to D&D feel (archetypal fantasy)
2) Currently in print (preferably with free online rules such as an SRD)
3) Minimal prep time for players and DMs (less than 3.5)
4) Not dependant on miniatures
5) Fast combat (quicker than 4E)
6) Rules lite
7) Not necessarily easily abused system (no advantages/disadvantages systems such as Savage Worlds or GURPS)

I'm thinking of maybe a retro clone such as Swords and Wizardry.

Anything else out there I should take a look at?

Thanks,
Retreater
 

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My guts are screaming "CASTLES & CRUSADES! CASTLES & CRUSADES!" at the top of their lungs right now.

If you want to go slightly farther afield from d20, but still maintain a good healthy "epic fantasy" feel, take a look at Legends of Anglerre by Cubicle 7. It's FATE-based, which can be a pro or con, but it definitely supports your other criteria.
 




Hiya.

Dark Dungeons ( Downloads Dark Dungeons ). It's a retro-clone of the BECMI/RC system. You can get it free, or get various levels of print quality from Lulu (I was so impressed by the game I bought 7 softback copies for my players and a delux color hardback for myself!).

If you want a little more 'advanced', definitly take a look at either OSRIC or Labyrinth Lord (and it's Advanced book). Both look like excellent substitutions for 1e-AD&D style games.

^_^

Paul L. Ming
 

7) Not necessarily easily abused system (no advantages/disadvantages systems such as Savage Worlds or GURPS)

As an FYI: I don't know GURPs, but I have not seen the Hindrance system in Savage Worlds "easily abused" (ala Knights of the Dinner Table - "I took Colorblind, Crosseyed, and Red Headed Stepchild to become an expert gunslinger..."). There is a cap on how much the Hindrances buy.

You might look at Dragon Age, although the system is woven into the gameworld.
 


Dungeon Crawl Classic (DCC) rpg which releases this month might be something you could consider and meets almost all your points, if not all.
 

Unfortunately I've noticed that the ideal game system is the one that has massive amount of optional material and published adventures. Also if the game has magic, it has to be very clear and all-encompassing. In addition the game has to have an incentive for the PCs to actually adventure, so it can't be too gritty.

Lots of systems have really intelligent rules, but I get jaded because there aren't enough decent background material. The monster manual is thinner than my littlefinger and there are very few confusing published adventures. It simply doesn't fly.

In my opinion D&D 3.5 and Pathfinder are simply fantastic games because of the OGL and SRD-websites. My gamemastering has been enhanced by 1000% after I was able to access all the monsters, rules and every single detail with just one or two mouseclicks. It's a huge advancement from browsing through books.
 

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