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*TTRPGs General
Looking for a more narrative, less combat-centric alternative to D&D
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<blockquote data-quote="Nytmare" data-source="post: 8017637" data-attributes="member: 55178"><p>I'm in love with Torchbearer at the moment. Out of the box it supports a lower magic world than most modern versions of D&D but it's definitely less of a combat head scratcher. Every complex problem is answered with a narrative driven kind of rock/paper/scissors card game that covers everything from arguments to combat to wagon chases. It is not however (at least in my limited experience) really built to handle world shaking events and prebuilt story arcs outside the scope of a dungeon. I'd say to use this one if you're feeling like recapturing more of that AD&D feel with modern storytelling elements. </p><p></p><p>Blades in the Dark would need more work, but I think it would plug in to Eberron nicely. Mechanically Blades is a Heist game that involves players throwing themselves unprepared into the thick of things instead of spending hours and hours planning and prepping for every conceivable outcome and inconvenience, and instead answering problems by triggering flashbacks that explain how they had planned for that exact set of circumstances. I'd be surprised if there weren't several fan made bits and pieces to help you do the heavy lifting. Blades default setting is very noir, but I'm not sure how much of that feel would stick around without those setting and base character classes.</p><p></p><p>Third pick would probably be Savage Worlds, which I have not in all honesty looked at in about 15 years. It's a more genre neutral generic setting that allows you to plug in different rulesets to capture the feel of the game you want. My impression of it was that it was very much a modern day version of GURPS, but without all the math.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 8017637, member: 55178"] I'm in love with Torchbearer at the moment. Out of the box it supports a lower magic world than most modern versions of D&D but it's definitely less of a combat head scratcher. Every complex problem is answered with a narrative driven kind of rock/paper/scissors card game that covers everything from arguments to combat to wagon chases. It is not however (at least in my limited experience) really built to handle world shaking events and prebuilt story arcs outside the scope of a dungeon. I'd say to use this one if you're feeling like recapturing more of that AD&D feel with modern storytelling elements. Blades in the Dark would need more work, but I think it would plug in to Eberron nicely. Mechanically Blades is a Heist game that involves players throwing themselves unprepared into the thick of things instead of spending hours and hours planning and prepping for every conceivable outcome and inconvenience, and instead answering problems by triggering flashbacks that explain how they had planned for that exact set of circumstances. I'd be surprised if there weren't several fan made bits and pieces to help you do the heavy lifting. Blades default setting is very noir, but I'm not sure how much of that feel would stick around without those setting and base character classes. Third pick would probably be Savage Worlds, which I have not in all honesty looked at in about 15 years. It's a more genre neutral generic setting that allows you to plug in different rulesets to capture the feel of the game you want. My impression of it was that it was very much a modern day version of GURPS, but without all the math. [/QUOTE]
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