Looking for new fantasy RPG - story & roleplay oriented !


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I'll second the Savage Worlds suggestion. Its a very simple system that plays well and can handle any genre. In fact, I think Pinnacle is coming out with a fantasy setting and sroucebook for it in the next month or so as well.

Other systems you might look into:

Ars Magica- a different balance between characters than what you'd see in D&D, but a great game that strongly encourages roleplaying and story. Also has some of the best adventures ever published for depth of story and roleplay value.

Rolemaster- a pretty daunting system at first, but once you get the hang of it, it runs pretty smoothly.

Decipher's LotR RPG- a solid RPG that doesn't get nearly the credit it deserves- it would work great for a low-magic campaign.


Alternately, you could modify D&D in that ways I have to de-emphasize combat and encourage role-playing. I NEVER give XP for fighting or killing monsters. Instead, I give out XP based on accomplishing mission goals, and for good roleplaying. To de-empahsize combat, I use a massive damage threshold (MDT) rule similar to D20 Modern, with the MDT equal to Con + 1/2 Character level or hit dice (or + character level for d10 or d12 hit die characters). A failed Fort save means the character is reduced to 0 hp, and starts losing 1 hp per round until stabilized. So far, it has worked very well, and made D&D a much more enjoyable game for me and my players.
 
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Looking at my shelves here are some I came across.

Other potential game systems:

Rolemaster - chart heavy esp for combat. Not good if you are tyring to get away from heavy cbt

BESM - excellent lite rules, seen as anime and may be rejected for that.

Fuzion - good game needs a good magic system

Gurps - Fun magic system but character build increases potential for mn/max play.

M&M - design for superheroes but could work for fantasy. May require more work to convert

Palladium - old system that some still enjoy

Fantasy Hero - Point buy encourages min.max Lower level characters don't work as smoothly as pure fantasy systems. Newest version being release soon

Talislanta - excellent system but the unusual setting could disuade some people

HARP - Lite version of Rolemaster, Not available yet

Dragon Quest - OOP, fun game but a bit outdated

Hero Quest - Havent tried this one yet but it looks interesting

Riddle of Steel - Might be a bit combat heavy for you needs but there are many good things about this system.

Powers & Perils - OOP and a bit outdated.

Chivalry and SOrcery - OK but the character creation system was taxing.

Pendragon - OK, but definately geared for Aurthurian play.

Exalted - Fun but maybe too anime and dice pools can get rather large.
 

I agree that D&D doesn't have to be as you say, but it doesn't matter what the possibilities are for D&D. All that matters here is your reality of it.

I'd go with the Palladium Fantasy system, second edition. It's a cleaned up version of first edition. But if it turns out theat you run and play this other game, whatever you choose, the same as you did D&D the problems will not go away. A system is not a magical way to get people to chance how they play the game.
 

Have you explored rules-light games?

Risus - The lightest game that is still an RPG. It's only 6 pages of rules but it has versatility. There are no "combat" rules only conflict rules. All conflicts are run the same way whether the conflict is a flash of swords or a game of wit.

FUDGE - Fudge has lots of modular rules that you can add or remove as necessary. Made for people who like to construct an RPG before they start to play.

There are many others out there I'm sure. But these are the best of them, IMO.
 



I have two suggestions, both of which have quickstart rules you can look at to sample the game:

Riddle of Steel
http://www.theriddleofsteel.net/support/TROSQS.zip
This game has a brilliant mechanic called "spiritual attributes" that really help encourage roleplay. They are basically character motivations like conscience, drive (avenge the death of my father), or faith (Osiris). Characters are heavily rewarded for acting according to these attributes -- in a sense they serve both as action dice and experience points. It's really clever but hard for me to describe. The other thing is that combat can be very deadly. This encourages people to choose their battles wisely. In combination with spiritual attributes, which can grant extra power in combat, it encourages people to only take up the fight only when something really matters to them. It's great! I'd also refute that it's combat-heavy. If anything, I think it discourages too much combat. If you run the game with tons of combat, you will have to throw weak opponents at the characters or they will end up dead - however, when characters are thrown in the crucible, and things become critical, their spiritual attributes start firing they realize what is worth fighting for, and are given the power to carry it out. Think Inigo Montoya in the Princess Bride.

Lejendary Adventures
http://www.lejendary.com/la/downloads/LAqsRulesv106.pdf
Definitely old skool. Written by Gary Gygax. It's rules-light and allows a more free-wheeling, open-ended, approach to the game with characters described in broad strokes and lots of freedom for creative interpretation and improvisation. In some ways it recaptures the simplicity and fun of OD&D but is more elegant and flexible.

You might also check out reviews on rpgnet of these games. Furthermore, you might get better feedback regarding non-d20 games there too.

For what it's worth, I'll also back up Shadowlord and say that I do think that the system matters. It's not the only thing that matters, but you also can't just write it off entirely. Sure, a GM can run any type of game in any type of system, but some systems will make the job easier than others, depending on what you are trying to accomplish. At some level, there is a Pavlovian factor at work. What behavior are people being rewarded for? How does the game help you, as DM, reward the types of behavior that you prefer to see when playing? That's what a game system is for, right? To help the DM run the game?
 
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Without spending too much time repeating the thoughts and comments posted by Mark, Clay, and others, I will say that it's too bad your experiences with D&D have been so disappointing and confining. As previously noted, there are companies (CMG in particular) whose entire campaign settings have a rich fabric loaded with detail and ripe for fantastic roleplaying.

Since you want other games to explore, I'd suggest:
** Kobolds Ate My Baby for fun and silliness
** Call of Cthulhu -- either the Chaosium or d20 version
** Spycraft or d20Modern for espionage and intrigue

Good luck...and perhaps you might consider new ways to allow D&D the opportunity to fulfill your desires in an RPG.
 

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