Core Rule Books Only - What system would you play?

GURPS 4e. I'm tempted to also add Savage Worlds or Cortex also. Those "generic" games allow a lot of different genres, characters, etc. to be constructed with just those core rulebooks. GURPS wins out simply because it's all d6 and I figure: if I'm down to just core books, I might also have to skimp on dice.
 

log in or register to remove this ad

Ars Magica (either 4th or 5th edition), Pendragon (almost any edition), RuneQuest (2nd or 3rd edition), Spirit of the Century, NWoD Changeling (assuming that means the WoD Core Book + the Changeling base book), Arcana Evolved, Paranoia (almost any edition), 7th Sea, and probably a dozen or so indie games...

There are lots of games out there that run just fine with the core alone. :)
 

Chivalry & Sorcery, 2nd Printing.

Three booklets, containing everything you would ever care for.

Second place would be Ars Magica. Great system also.
 

I'd honestly go with 4th. My first campaign in that setting was from 1st-30th, and with just the Core books it the best gaming experiences I'd ever had. That and epic tier was nothing short of amazing.

Tied for first is Mutants and Masterminds, depending on my mood.
 


-Mutants and Masterminds- this would be my preference out of all the listed, since the rules itself are so modular and allow a wider ability to generate content on your own.
-Nightbane- a personal favorite, despite the quirky mechanics, and has basically what you need in the first book.
-Pathfinder
-D&D (Rules Cyclopedia or 4e)
 


"RuneQuest (2nd or 3rd edition)" ... I ran RQ II with just the boxed set -- rule book, Fangs, Apple Lane -- for a while. Getting Cults of Prax added so much, of such quality and utility and rich flavor, I am tempted to consider it a necessity at least for a Gloranthan game. I've seen the cults, with names changed, in other worlds as well. Of course, some GM's might prefer to ignore such material anyway in putting in the work to create their own.
 



Remove ads

Top