• 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 new system!!!

I would love to see the Storyteller system done in a fantasy RPG that was just straight fantasy and not over the top fantasy like they have done with Exalted.

I actually almost put "World of Darkness / Storyteller" in my post above. ;)

It's a very good system, but does take a lot of work to adopt it to something else, I think (not the basic rules, but anything beyond that is very setting-specific).

The system itself would be very suitable for a generic RPG, though.


neuronphaser said:
The system was pretty buggy back when it first appeared in Serenity RPG, but since Battlestar and Demon Hunters, I have high hopes for the generic version.

While slightly off topic... would you mind to go into a bit more detail what you consider buggy about Serenity? I only got that one from the MWP games (will pick up the generic Cortex book, when it is available here), and would be curious what problems it might have still which would possibly require some attention.

Bye
Thanee
 

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I LOVE True20, but I don't think it matches your needs very closely.

Rules Light! - it is this - the pocket player's guide is about 150 pages, but that includes ancient and modern equipment and such.
Skill based - Very similar to any d20 game
Combat variable - perhaps too close to D&D for you, but no hit points!
Not GURPS - It is quite shocking in its non-GURPSness
It is a generic system. Monster design is better than D&D but not by much. It is level based, but the DM decides when you level, and it is not as CLASS based as D&D

You want short and RPG focused? How about MINIMUS

http://www.adastragames.com/downloads/RPGs/Minimus.pdf
 

Rules Light! - and I mean very light, less than 100 pages of material for all books combined wo9uld be super.
Skill based - where actions outside of combat require more than just a glossing over.
Combat variable - not the center of the stage, but easily integrated into the system.
Not GURPS - sorry I don't like GURPS, not elegant and too many rules (in the latest edition)
Other information: Does not have to be a generic system, but that would be a bonus. Monster design is quick and painless. Magic can be scaled to near non-existence without destroying the system. Not level based (but this isn't necessarily a deal breaker.).

I like running historically based anachronistic style games, where real world history can be altered slightly to make the world more believable. I don't like total reliance on magic (of any type) to make the system usable, but like having the option to make it available. Don't mind systems where classes are not "equal" just so everyone is the same (PC don't work for me). Can be modified to suit any unknowns, similar in make up to the original 1eAD&D, but with much less rule finagling.

Does this system even exist or should I start working on my generic translation of the old FASA system? Thanks for any help.
Hmm. I know it may sound strange, but apart from the <100 page requirement, WFRP2e may be a pretty good match. On second thought, the actual rules may be <100 pages, but the rest of the corebook is setting material.

* Skill based. There's tons of skills. Skills are based on attributes, but can be improved separately from them.
* Scalable combat rules that match up with the system pretty well. Combat is scary enough that your players should avoid it. It's also based on the same percentile system as the skills are. You can have entire campaigns without combat. You can decide how complex to make armor, which can greatly simplify things.
* Magic is rare enough that many campaigns won't have a wizard in the party. The system most certainly doesn't fall apart.
* Not GURPS. Check.
* Historically-based. WFRP is more or less set in a fantasy version of late medieval Europe.
* No levels. WFRP uses a wonderful Career system, where characters improve in their skills and attributes while moving from career to career, starting out as rat catchers and tomb robbers, and moving up to knights and champions.

Anyway, check it out if you haven't already.

-O
 


I really like Dogs in the Vineyard, but that's almost entirely roleplaying based "combat". It's different.

I really liked the New World of Darkness rules. They worked well for combat, but they had a lot of other stuff. We used them to do a "D&D" game set in the Underdark. It was a ton of fun.

I've played Savage Worlds: Deadlands. It was definitely unique.

Exalted...?
 


While slightly off topic... would you mind to go into a bit more detail what you consider buggy about Serenity? I only got that one from the MWP games (will pick up the generic Cortex book, when it is available here), and would be curious what problems it might have still which would possibly require some attention.

Maybe buggy's not the right word, but incomplete is. Serenity could be played as is, but the refinements that have shown up in Battlestar and Demon Hunters make all of the rules much clearer, and bring the focus on the Plot Points even more to the forefront, especially in terms of how they are generated by roleplaying your Complications and how they can concretely affect the story.

It's also interesting to note the subtle changes between Traits that can be found in both Battlestar and Demon Hunters. The two settings have drastically different genres, and the traits had a few minor tweaks here and there that help emulate the respective genre better, but without any sort of whackiness in balance or anything. It shows that Cortex can work in different genres with very little work.

I tend to find games either promote roleplaying a lot or do combat well, but rarely both. Cortex seems to do both really well.

Hate to sound like a fanboy, but I really haven't found anything bad about the system yet.

I've never read Savage Worlds, but from the reviews I've read and the times it comes up in discussion boards, it sounds like the two are very similar, but Cortex has the "Plot Points generated by playing your Complications" thing which improves on the RP aspect.

Not saying it's better because of this, but that seems to be the major difference.
 



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