How Complex Do You Prefer Your TTRPG Systems In General

How Complex DO You Like Your TTRPGs

  • 1

    Votes: 0 0.0%
  • 2

    Votes: 3 4.6%
  • 3

    Votes: 4 6.2%
  • 4

    Votes: 11 16.9%
  • 5

    Votes: 12 18.5%
  • 6

    Votes: 10 15.4%
  • 7

    Votes: 7 10.8%
  • 8

    Votes: 13 20.0%
  • 9

    Votes: 2 3.1%
  • 10

    Votes: 0 0.0%
  • 11: I am special and must tell you how.

    Votes: 3 4.6%


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I think there is a space in the market for a slightly crunchier, slightly less deadly, slightly more heroic version of Shadowdark.
I think that there's already a ton of games vying for this general space, among which I would include both Vagabond and Nimble, but I've been working on a rules hack of my own that lives in exactly this spot.

The devil is in the details, of course, and I know I won't be the first person to try it.
 

If 5e is a 6, than I'm a 4 or 5. When 5e launched, it was the sweet spot for system complexity, now it's close to the upper limit. Daggerheart is my new sweet spot.

This is where I'm at. Cut waaayyy back on how much you enumerate in the combat subsystem, emphasize handling it via fiction and simple modifiers. Roll your stat for most things. Focus on the around-the-table energy, and have systems that support that.
 

Daggerheart looks interesting and I would love to try it but I got a feeling it works best in person which is impossible for our group. One of our players has run a few Call of Cthulhu games which is interesting- not a game probably want to play every week but it’s a nice pallet cleaner type game to do some different.

Im running two DH games online, works great! The Hope/Fear helping run the spotlight means its even smoother then most narrative games that I also run online.
 

A solid three. With a caveat. I dislike complex systems that are ultimately just ultra-math-y yes/no outcome generators. If I'm playing something mechanically complex, I want it to provide for degrees of success or have explicit impact on the narrative, not just complex mechanics that ultimately only determine yes/no outcomes (something that is achievable with far less complexity). So, I'm not ruling out more complex games, just poorly developed more complex games.
 

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