Li Shenron
Legend
Risus is the lightest RPG I know about (and played).Anyone know of a rules light modern RPG? I KS'd the Everyday Heroes but since then our group is looking to get away from a d20/5E system. Any suggestions?
Risus is the lightest RPG I know about (and played).Anyone know of a rules light modern RPG? I KS'd the Everyday Heroes but since then our group is looking to get away from a d20/5E system. Any suggestions?
Anyone know of a rules light modern RPG? I KS'd the Everyday Heroes but since then our group is looking to get away from a d20/5E system. Any suggestions?
Risus is the lightest RPG I know about (and played).
Thank you both I appreciate the input, but we've already bought into the ModernAGE Basic Rulebook and I started running the Feral Hogs adventure. Both are quite good. Lets just hope the module doesnt break its moorings and float into powerlines like Algie did
- Savage Worlds
- D6 Adventure
- Awfully Cheerful Engine (ACE)
This is the mode we decided to use.I'd caution against going with anything more generous than the Pulpy mode
Yeah I think the stunt system is going to be the biggest learning curve for us, and we've already discussed creating either a truncated list or custom list for each PC. Im hesitant to modifying or house ruling the system until we've played more.Stunts add a bit of crunch, but a GM can always work with their players to create an individual, shorter list that just contains a player's favorites.
When I first posed this question and this was one of the suggestions I looked into it briefly and got the same impression from the little bit I did look into it. Seemed like alot of upfront work for the GM.I personaly don't consider Savage Worlds to be a rules light TTRPG
I haven't gotten that far into the rules yet. I plan on reading a bit more between now and our game Monday We just kind of jumped in and started playing. The game seems rather forgiving in that you can use as much or as little of the rules as you want.Even for players, the rules around combat can be quite crunchy; like learning how gang ups, innocent bystanders, grappling, Rate of Fire rolls, 3-round bursts, shotgun rolls among other combat playe mechanics, all work. As well, how the 30+ combat edges and their improved versions impact combat adds quite a bit of crunch about Seasoned rank and higher. Not to mention that for a TTRPG it's fairly crunchy around situation rules and hazards.
I will definitely look out for this when reading more of the core book and the Gamemasters Guide. Anything that make the game easier and less time consuming to prep I'm all for.It certainly has some quality tools that help lighten the load; like Dramatic Tasks, Mass Battles, Social Conflicts and Quick Encounters. The simplicity of the core roll+wild dice with a universal target number for the majority of results, goes a long way to making play fluid and simple.
Medium-Light is fine with me, and I'm sure after a few more games a way better handle on the rules, but in the long run I can see us omitting some game options and playing it lighter that the core book intendeds. But who knows maybe its easy enough to learn that we'll play more or less RAW.So considering all that maybe medium-light in crunch, but IMO by no means light.
Beginning with the SWADE edition, IMO you can run RAW and still achieve Pinnacle Entertainment's slogan of "Fast, Furious and Fun" for game play. The majority of players I've run campaigns for have gotten to the point with the rules, where game play becomes smooth. There were a couple of snags in earlir editions, such as the previous Shaken condition which would infrequently stymie a benny-less player who rolled low for consecutive rounds. As well as players more frequently being one-shot in combat due to the absence of a damage cap - majority of all SWEX and SWD GMs I know houseruled one in. I do recommend running a series of adventures before making changes to the rules, as although the rules lend themselves well to houseruling, there's still a lot to learn which once achieved will help avoid making poor choices around ommisions and alterations....Medium-Light is fine with me, and I'm sure after a few more games a way better handle on the rules, but in the long run I can see us omitting some game options and playing it lighter that the core book intendeds. But who knows maybe its easy enough to learn that we'll play more or less RAW.
Yup, I'd ditto those as the best features of the rules.For what its worth, the Stunt rules in AGE are probably the best part of the system. I also appreciate the 3D6 resolution as it produces a bit more consistency of result...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.