I'll second meomwt. Earthdawn takes a little getting sued to, but it's a system that uses archetypes with some flexibility. It has enough setting and background to get everyone on the same page, without dictating your campaign for you. And for once there is a decent balance between the power of spellcasters and warriors; spells are merely one way of tapping the magic of the world.meomwt said:FWIW, I quite enjoyed using the Earthdawn systemwhen we played it a few years ago.
The magic system takes some getting used to (but works quite effectively), and the martial types can get fairly tough as they get higher in level.
A battle against a Horror generally becomes a pants-wetting experience.
I don't know what edition it's on, but Stormbringer is still available.Turjan said:Isn't Stormbringer 5 still in print, too?
JoeGKushner said:Looks like we're going with Warhammer.
I was tempted by the Steampunk Mushia but I don't know enough about it and it's been a while since the hordes of chaos were stired up.
One of my friends was upset that I'm making everyone roll their career but I like the set up of essentially quitting whatever you used to do and now are an 'adventurer' so to speak.
And this is fun for them?Tharen the Damned said:Now the D&Disms are gone and my Players have fear in their eyes when I start to roll dice behind the DM screen and start to chuckle.
Uh oh -- BadWrongFun alert!buzz said:And this is fun for them?


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