Quickleaf
Legend
I'm at a weird juncture with my gaming. I've invested in 5e and overall I like 5e. I'm also getting exposed to a diversity of other games ranging from OSR like Beyond the Wall & OSE, to narrative stuff like PbtA and Blades in the Dark, to more niche stuff like Mage Against the Machine, etc.
However, I don't like how combat-centric D&D's rules are, nor how anemic its rules/guidelines are for things like chases, social interaction, exploration, etc. I increasingly find that I'm doing heavy design lifting during my game prep to get the desired outcome, when I'd be happier if the system was doing more of that heavy design lifting for me.
I ran two chases using 5e DMG's rules before we decided they just aren't fun. So I borrowed from a blog & from the James Bond RPG and wrote my own chase rules.
The last negotiation I ran, I kit-bashed my own question & answer system with various potential ways for players to gain success, and what their degree of successes meant. It took me more time than it should have to prepare that.
Things like AiME's Journey rules just seem like adding lots of rolling and changing "the circumstances under which you arrive", rather than adding anything substantive or giving more grist for the creative mill. Last campaign I kit-bashed my own ruined city rapid crawl rules to balance that action vs. discovery feel from Indiana Jones.
I realize this is casting a really wide net, but I'd love to be able to use my 5e resources & my friends' familiarity with 5e, while making it easier for me as GM (and them as players) to design, engage, and feel supported in going deeper into non-combat stuff.
Do you have suggestions for any RPGs or Social/Exploration rules modules that you think would add to our 5e games?
However, I don't like how combat-centric D&D's rules are, nor how anemic its rules/guidelines are for things like chases, social interaction, exploration, etc. I increasingly find that I'm doing heavy design lifting during my game prep to get the desired outcome, when I'd be happier if the system was doing more of that heavy design lifting for me.
I ran two chases using 5e DMG's rules before we decided they just aren't fun. So I borrowed from a blog & from the James Bond RPG and wrote my own chase rules.
The last negotiation I ran, I kit-bashed my own question & answer system with various potential ways for players to gain success, and what their degree of successes meant. It took me more time than it should have to prepare that.
Things like AiME's Journey rules just seem like adding lots of rolling and changing "the circumstances under which you arrive", rather than adding anything substantive or giving more grist for the creative mill. Last campaign I kit-bashed my own ruined city rapid crawl rules to balance that action vs. discovery feel from Indiana Jones.
I realize this is casting a really wide net, but I'd love to be able to use my 5e resources & my friends' familiarity with 5e, while making it easier for me as GM (and them as players) to design, engage, and feel supported in going deeper into non-combat stuff.
Do you have suggestions for any RPGs or Social/Exploration rules modules that you think would add to our 5e games?