• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Looking for a different core system

My advice to abstain from gaming rather than to play GURPS. Nice sourcebooks, but one of the worst systems, ever.

If you want a universal system, use Hero.
 

log in or register to remove this ad

fusangite said:
I'm pretty sure it's out of print but 3rd edition Runequest was a fine generic system that could be very easily adapted to high medieval Europe. Failing that, I'm sure that GURPS would do just fine.

Ironically enough 3rd Edition Runequest's "default" world actually was fantasy Europe.

I don't recommend the Harnmaster system as it is a pretty exhausting, overly intricate system to run. I recall spending a whole afternoon rolling dice just for our party to stab a bandit in the elbow; she eventually stopped fighting, not due to us injuring her further but due to loss of blood and exhaustion. But by then, the afternoon was over.

It really depends on which version of Harnmaster you have using & which optional rules are being used.

2nd/3rd Edition Harnmaster can be run relatively quickly if you aren't throwing in all the bells & whistles.

BiggusGeekus@Work said:
My two cents...

Pendragon - very good if all your players want to play knights. There is no "sneak" skill or the like, because knights don't sneak around. Therefore you don't need the skill. Great system for getting powergamers to roleplay.

To add to this a bit, Pendragon is VERY focused on playing "chivalric"/high-fantasy/Arthurian campaign. If you're looking for something more gritty & with a broader focus this probably isn't the game for you.

BTW the latest edition does include more workable magic rules compared to earlier ones.
 
Last edited:

HârnMaster. If you and your players are willing to take a realistic approach to problem solving (i.e. not drawing steel on everyone who gets in your path), than you should find both the rules and the setting rewarding. HârnMaster is only low-magic if you intend it to be. The setting (HârnWorld) is indeed magic poor, but the rules give you the key to create your own magic. There can be exactly as much magic as you'd like to pencil in. Sound interesting? Check out www.harnforum.com to get the feel of it.
 



D20 Modern. Nix the technology and the magic options. Include the D&D weapons and armor and any non-magical prestige classes, feats, and skills that make sense within the setting.
 

Ah! Remembered the one I was forgetting:

A Magical Medieval Society: Western Europe a d20 supplement. Well written, more detailed than many, a great book for running a d20 medieval game. Available both bound and as a PDF.

There's a sequel coming out soon as well.

The Auld Grump
 

As we can see, asking "What Is A Good System" on a board such as this is almost akin to a religious debate, with each liking and disliking a number of different systems and settings.

That being said, for all that I prefer some systems over others, I find in the end it is the interaction between the GM and the players that makes or breaks a game.

While I am not overly fond of GURPS, I was in a fantastic GURPS Tekumel game, due to good GM and great group of players.

Equally, as much as I like Ars Magica, I was in on saga that was terribly boring, due to the opposite situation...
 

Wombat said:
As we can see, asking "What Is A Good System" on a board such as this is almost akin to a religious debate,
Quite right. I didn't intend my opposition to GURPS be taken as an invitation to a flame-fest. Just an alternate opinion.
 

Into the Woods

Remove ads

Top