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Fantasy RPGs that do things... different?
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<blockquote data-quote="Ariosto" data-source="post: 5001235" data-attributes="member: 80487"><p><strong>RuneQuest</strong> in any edition is definitely a bit different from D&D (although the addition of a "skills system" to the latter slightly echoes "classless, level-less, no-points-system" RQ). Glorantha is also a change of pace as a world of living myth, spirits and all-pervading magic. The <strong>HeroQuest</strong> rules take a more free-form, story-oriented approach (better geared to the super-powered Heroes of the Hero Wars).</p><p></p><p><strong>Talislanta</strong> mixes a really varied and spectacularly colorful setting with a fast-playing game system. It should start appearing for free online sometime next year, but I think an edition is currently in print.</p><p></p><p>The original <strong>Metamorphosis Alpha</strong> turned an interstellar generation ship into a combo wilderness and "dungeon" in which mutants, robots and savage humans mix. <strong>Gamma World</strong> took a similar approach to Earth. <strong>Mutant Future</strong> has the same kind of far-out attitude, and readily meshes with <strong>Labyrinth Lord</strong> to add D&D-style magic to the mix. For all that <em>and</em> Wookee Doxies and Bee Girls, there's <strong>Encounter Critical</strong>.</p><p></p><p>For adventure in a more civilized time, when the Sun never sets on a British Empire with colonies on Mars, <strong>Space 1889</strong> is the classic "steampunk" extravaganza. Even more genteel is the Great Game of <strong>Castle Falkenstein</strong>, which with the utmost propriety eschews dice in favor of cards; it is concerned with intrigues in a Europa in which the Seelie and Unseelie Courts of Faerie are powers and magic coexists with the Age of Steam.</p><p></p><p>For Tekumel, the original <strong>Empire of the Petal Throne</strong> rules set is as easily playable as Basic Dungeons & Dragons. If you're already familiar with the setting, then <strong>Tirikelu</strong> is another set I like. In any case, the setting is the big draw; use whatever mechanics you like.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5001235, member: 80487"] [b]RuneQuest[/b] in any edition is definitely a bit different from D&D (although the addition of a "skills system" to the latter slightly echoes "classless, level-less, no-points-system" RQ). Glorantha is also a change of pace as a world of living myth, spirits and all-pervading magic. The [b]HeroQuest[/b] rules take a more free-form, story-oriented approach (better geared to the super-powered Heroes of the Hero Wars). [b]Talislanta[/b] mixes a really varied and spectacularly colorful setting with a fast-playing game system. It should start appearing for free online sometime next year, but I think an edition is currently in print. The original [b]Metamorphosis Alpha[/b] turned an interstellar generation ship into a combo wilderness and "dungeon" in which mutants, robots and savage humans mix. [b]Gamma World[/b] took a similar approach to Earth. [b]Mutant Future[/b] has the same kind of far-out attitude, and readily meshes with [b]Labyrinth Lord[/b] to add D&D-style magic to the mix. For all that [i]and[/i] Wookee Doxies and Bee Girls, there's [b]Encounter Critical[/b]. For adventure in a more civilized time, when the Sun never sets on a British Empire with colonies on Mars, [b]Space 1889[/b] is the classic "steampunk" extravaganza. Even more genteel is the Great Game of [b]Castle Falkenstein[/b], which with the utmost propriety eschews dice in favor of cards; it is concerned with intrigues in a Europa in which the Seelie and Unseelie Courts of Faerie are powers and magic coexists with the Age of Steam. For Tekumel, the original [b]Empire of the Petal Throne[/b] rules set is as easily playable as Basic Dungeons & Dragons. If you're already familiar with the setting, then [b]Tirikelu[/b] is another set I like. In any case, the setting is the big draw; use whatever mechanics you like. [/QUOTE]
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