looking for a new system

Akrasia said:
I really like HARP, but I don't think that it is noticeably 'lighter' or 'faster' than 3e.

It is certainly less complex in terms of number of optional rules. I'd also consider it faster due to the %-ile based system.
 

log in or register to remove this ad

I can't stop pimping Heroquest. It is and has been my favorite RPG since it came out a few yearsback, and I've been doing this for a little while. Admitedly it's not for everyone- seems to be love or hate, and is really dependent on players and DMs being able to shift their D20 gears.
But it allows for the telling of heroic stories better then just about anything else out there, and really facilitates ROLE - play. (I know I know what does it matter what system you use- a good DM and players can do it with any rules, but thats a topic for another discussion)
After that I follow suit and recomend Castles and Crusades. This is not just a rehash AD&D nestoliga but a really inventive slick system.
 

kobold said:
I can't stop pimping Heroquest. It is and has been my favorite RPG since it came out a few yearsback, and I've been doing this for a little while. Admitedly it's not for everyone- seems to be love or hate, and is really dependent on players and DMs being able to shift their D20 gears.
But it allows for the telling of heroic stories better then just about anything else out there, and really facilitates ROLE - play. (I know I know what does it matter what system you use- a good DM and players can do it with any rules, but thats a topic for another discussion)
After that I follow suit and recomend Castles and Crusades. This is not just a rehash AD&D nestoliga but a really inventive slick system.

Yeah, the ROLE- vs. ROLL-play thing is a little overstated - I ran 3.0 for years before I discovered C&C (which I will now advocate vociferously), and the idea that it somehow INHERENTLY quashes ROLE-playing didn't really effect us - I just made my central house rule as "there are no sacred rules, and the fun of the story is more important." There were nights of 3.0 adventures where whole hours would pass with very minimal rolling of dice.

I won't disagree or agree with Heroquest, because it's one of the systems I'm not familiar with so I'm not qualified to judge, but I do highly recommend to the OP Castles & Crusades!

Cheers!

John Maddog Wright :cool:

"You've got to know when to roll 'em..... know when to run!"
 
Last edited:


ealrion said:
1. simple
2. easy to pick up
3. not any more combat-centric than d&d
4. simple
5. could be easily used in homebrew settings
6. could be used in different genres (with simple modifications is ok)
7. simple
Did I mention Savage Worlds?
 

kobold said:
I can't stop pimping Heroquest. It is and has been my favorite RPG since it came out a few yearsback, and I've been doing this for a little while. Admitedly it's not for everyone- seems to be love or hate, and is really dependent on players and DMs being able to shift their D20 gears.
But it allows for the telling of heroic stories better then just about anything else out there, and really facilitates ROLE - play.
I like HeroQuest, too, although I have to admit that its major draw is Glorantha to me. The basic rules are very simple. I think it's correct to add that "heroic" in this case doesn't mean something like the Conan stories, but more an "epic" feel. As the name of the game implies, the final goal is to emulate the paths of heroes and gods and finally change the world.

Not to be nitpicky, but the roleplay vs. rollplay argument should be left in the drawer, even in this case. I think that a more adequate description would be that HeroQuest contains less elements of tactical wargaming than D&D. But there are other elements which are not just immersive roleplaying, like the very abstract extended contests. The latter are basically tactical bidding games that give players with some mathematical understanding quite an advantage.
 


True20 is a great rule set, and one of the really nice things about it is that if you have a bunch of D20 materials you'd like to use but never got around to it, it's very easy to convert that material to the system.

Other than that, Mongoose is re-releasing RuneQuest next month, and from what I;ve seen, it also fits the bill.
 

Based on your criteria, I would recommend True20.

Note: I want to recommend HARP based on the HARP lite rules. However, if GURPS lite is too much, HARP might be as well. You can find the HARP lite rules for free at www.harphq.com and judge for yourself (it will be under free downloads)
 

ealrion said:
1. simple
2. easy to pick up
3. not any more combat-centric than d&d
4. simple
5. could be easily used in homebrew settings
6. could be used in different genres (with simple modifications is ok)
7. simple

Fudge is the first thing that comes to mind. (Although I could argue it isn't easy to pick up--at least as a GM.)

Gurps does the multi-genre thing very well, but I find it to be overly complex. Also--despite some "cinematic" options--I also find Gurps to tend more towards "gritty".

BESM/TriStat strikes me as a sort of "Gurps Light". (Moreso than the actual "Gurps Lite[sic]". But I haven't played it yet.

WEG's d6 system or PEG's Savage Worlds might be good choices. I haven't played either myself.

I tend to find myself looking towards different systems for different genres more these days.

Edit: I forgot to mention BRP as another possibility.
 
Last edited:

Remove ads

Top