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Interested in checking out non-D&D fantasy "old school" ttrpgs
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<blockquote data-quote="Libertad" data-source="post: 9783658" data-attributes="member: 6750502"><p>I finished reading Tunnels & Trolls Deluxe Edition. Overall, I like it and would be open to playing it. I like how it has a less serious feel than D&D, but not outright parody like pre-4e HackMaster. The spell names are not entirely to my liking, though. I like the streamlining of combat into combining damage dice values where both sides roll off against each other, although I am concerned that rolling bucketfuls of dice can get cumbersome unless someone uses a VTT macro for calculating results. Given how important dice values are, to my initial reading it does look like it favors using bigger and bigger weapons like two-handed swords and such. I dunno if using smaller weapons such as daggers and shortbows would be suboptimal to continue using past low levels.</p><p></p><p>So with a little over a week left in October, the time is coming where I can afford to pick up another ttrpg. Here are the ones I'm gravitating to at the moment, in order:</p><p></p><ol> <li data-xf-list-type="ol"><strong>Chivalry & Sorcery:</strong> I talked about it before, and as time goes on the more I want to check out how it handles "feudal simulation." One of my friends and frequent gaming buddies is a medieval history buff, so it could be fun to share my findings with her while reading.</li> <li data-xf-list-type="ol"><strong>Monsters! Monsters!</strong> The Tunnels & Trolls spin-off game where you play as monsters raiding human/goodkin settlements. I am a sucker for supplements that put you in more monstrous shoes, so it's a high choice for me.</li> <li data-xf-list-type="ol"><strong>RuneQuest:</strong> Chaosium's other long-running ttrpg! I have noticed that the DTRPG store page splits the books into RuneQuest Classic and the more recent RuneQuest: Roleplaying in Glorantha. I also heard that Mythras uses the same system but stripped of world-specific lore. I may want to get the lore as well as the rules, as I imagine that d100 rules aren't too arduous to read up on. I see it has a lot of Editions. While I imagine that the most recent Roleplaying in Glorantha has the most drastic changes, how big are the differences between 1st thru 6th Editions? Are they as widely-differing as D&D Editions, or closer to Call of Cthulhu Editions that are mostly compatible with each other?</li> <li data-xf-list-type="ol"><strong>Arduin Trilogy:</strong> not solely fantasy in genre, but most of the content is geared towards that genre. Could be interesting to see how someone's set of D&D house rules developed into its own game. <a href="https://www.drivethrurpg.com/en/product/373165/arduin-trilogy" target="_blank">The most complete version looks to be this one in collecting all three books of the trilogy.</a></li> <li data-xf-list-type="ol"><strong>The Fantasy Trip:</strong> the fact that the game is split up into shorter, simpler rulesets before moving on to the fuller product should make for some speedy reading. I imagine it'll be easier to digest the rules than Chivalry & Sorcery or Arduin.</li> </ol></blockquote><p></p>
[QUOTE="Libertad, post: 9783658, member: 6750502"] I finished reading Tunnels & Trolls Deluxe Edition. Overall, I like it and would be open to playing it. I like how it has a less serious feel than D&D, but not outright parody like pre-4e HackMaster. The spell names are not entirely to my liking, though. I like the streamlining of combat into combining damage dice values where both sides roll off against each other, although I am concerned that rolling bucketfuls of dice can get cumbersome unless someone uses a VTT macro for calculating results. Given how important dice values are, to my initial reading it does look like it favors using bigger and bigger weapons like two-handed swords and such. I dunno if using smaller weapons such as daggers and shortbows would be suboptimal to continue using past low levels. So with a little over a week left in October, the time is coming where I can afford to pick up another ttrpg. Here are the ones I'm gravitating to at the moment, in order: [LIST=1] [*][B]Chivalry & Sorcery:[/B] I talked about it before, and as time goes on the more I want to check out how it handles "feudal simulation." One of my friends and frequent gaming buddies is a medieval history buff, so it could be fun to share my findings with her while reading. [*][B]Monsters! Monsters![/B] The Tunnels & Trolls spin-off game where you play as monsters raiding human/goodkin settlements. I am a sucker for supplements that put you in more monstrous shoes, so it's a high choice for me. [*][B]RuneQuest:[/B] Chaosium's other long-running ttrpg! I have noticed that the DTRPG store page splits the books into RuneQuest Classic and the more recent RuneQuest: Roleplaying in Glorantha. I also heard that Mythras uses the same system but stripped of world-specific lore. I may want to get the lore as well as the rules, as I imagine that d100 rules aren't too arduous to read up on. I see it has a lot of Editions. While I imagine that the most recent Roleplaying in Glorantha has the most drastic changes, how big are the differences between 1st thru 6th Editions? Are they as widely-differing as D&D Editions, or closer to Call of Cthulhu Editions that are mostly compatible with each other? [*][B]Arduin Trilogy:[/B] not solely fantasy in genre, but most of the content is geared towards that genre. Could be interesting to see how someone's set of D&D house rules developed into its own game. [URL='https://www.drivethrurpg.com/en/product/373165/arduin-trilogy']The most complete version looks to be this one in collecting all three books of the trilogy.[/URL] [*][B]The Fantasy Trip:[/B] the fact that the game is split up into shorter, simpler rulesets before moving on to the fuller product should make for some speedy reading. I imagine it'll be easier to digest the rules than Chivalry & Sorcery or Arduin. [/LIST] [/QUOTE]
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