GMMichael
Guide of Modos
I know what I like?(cue Huey Lewis...)
I made a pact with a certain devil that requires me to recommend Modos 2 here. Because...
1. PCs can be powerful casters, but getting there requires player skill, which might make PC casters rare.
- Low magic, in the sense that by design casters are either rare as PCs, or even exclusive to NPCs, and magic items are special/rare.
- Low-to-medium crunch. I lean toward fewer rules but with complex implications/interactions.
- Flat-ish progression. Low level characters can adventure with high level characters. What's the opposite of "zero to hero"? Whatever it is, that.
- Un-exotic: no flying ships, planar travel, floating cities, or tons of exotic races to choose from ("humans only" would be fine). And absolutely none of that steampunk crap that seems to be infesting the whole genre.
- Save the Village, not the World: I'm also pretty tired of every adventure path being a race to save the world from destruction. It's fine if there's a Sauron out there, but the players shouldn't be setting out at 1st level to defeat him.
- Suspense and fear.
2. Low crunch: the rules cheat-sheet is just one page.
3. The major difference between low-level and high-level characters is about 8 skill points.
4. The exposition story includes most of your no-nos, yet each part taken separately is pretty mundane.
5. Setting is on the GM. I'm adapting mine to Final Fantasy IV, currently.
6. Suspense occurs with the book's encouragement of letting players narrate (what will they come up with?) and the GM's final ruling (will the players get away with it?). Fear can take a number of house-ruled forms, but the easiest is inflicting Mental or Metaphysical damage as Fear Points.
Things I do like:
- Trudvang, thematically. (I'm just not familiar with the rule system). Viking-inspired games in general I'm finding appealing.
- The dice mechanic in The One Ring (one roll, but with various grades of outcome)
- Dungeon World mechanics/classes. (I just struggle with the overall Dungeon World playstyle, which requires a lot of improvisation.)
- Straightforward dungeon crawls
- Viking games rule! I have a copy of Raiders of the Serpent Sea (player's guide) just begging to be used as a campaign companion.
- Modos RPG uses a die roll that determines which side gets the better outcome - not whether you succeed or fail. Outcomes can be cut-and-dried, or there can be player-GM collaboration on what the roll means.
- Only one place to find "Dungeon World mechanics" as far as I know. That's Dungeon World.
- Making a dungeon crawl feasible in Modos RPG is very much on the GM, because the game doesn't hand out healing, and makes getting outnumbered bad news. The easy access to dials (rules modules) means you can turn up healing rates, restrict the flow of combatants, and do what you must to make your dungeon crawl "straightforward."