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Looking for RPG system for campaign.

Blackbrrd

Adventurer
I really need some information about a RPG system that would suit my next campaign.

I am having this idea for a campaign, but since I want it to be more of a sandbox, I don't think D&D, which I am familiar with (from 1e to 5e) is suited for it because I want relatively flat progression and relatively low magic.

I played Rolemaster about 10 years ago, which in many ways has the right feel to it, but at the same time it's way too clunky. I have also played Warhammer, but it's too gritty for my taste.

Features I am looking for:
- slow progression
- low to medium magic
- a good set of fantasy monsters
- not gritty
- not clunky

Any suggestions with a little blurb about why would be appreciated. :)
 

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Check out Savage worlds.

The rulebook is so cheap ($10) that you'll be willing to buy a couple extra copies for your players to use, which will help get over their fear of trying a new system.

Progression is as slow or as fast as you want, and it scales fairly flat, so even low level characters can contribute in fights against epic critters.

Its flexible, able to do any genre, and some of the published settings are the pulpy low magic settings it sounds like you're looking for.

Very simple rules, so you don't get bogged down in character/monster/NPC creation, and instead just get back to the action.

The dice mechanic is different then d20 & 4e, so that may be a plus or minus depending on what you're looking for.

On the Savage Worlds website they have some free fast play rules, so you can check it out if it meets your needs.

Happy Gaming!
 

Second on Savage Worlds. Plus, you have a nice set of Chase Rules (when the PCs should RUN!!!!!!) and Mass Combat Rules if they decide to pit one tribe of critters vs. another.

Once you play a few sessions, you discover your D&D monster books work just fine (identify what is cool about the monster and the rest is an easy build on the the fly)
 

While I have used Savage Worlds for pirates, Weird West and Weird WWII, I have tried it only once for fantasy, and it was just okay for that setting. It works and seems to have the elements you're looking for, but I'd say that medieval fantasy is not necessarily the system's sweet spot.
 

While I have used Savage Worlds for pirates, Weird West and Weird WWII, I have tried it only once for fantasy, and it was just okay for that setting. It works and seems to have the elements you're looking for, but I'd say that medieval fantasy is not necessarily the system's sweet spot.

Agree with this - SW is awesome for pulp and so-so for other stuff.

I think you should take a look at BRP.
 

It depends what sort of fantasy campaign you're lookng for and what you mean by low-magic.

Pendragon is low magic (very low for the PCs), but based around Arthurian legend with a expectation (but not requirement) for the PCs to be sons of landed nobles.

Ars Magica, although a default high-magic system, can be run at a lower tone by making mages rare NPCs.

Mutants and Masterminds has a fantasy supplement Warriors and Warlocks though it may have too much magic.
 

Agree with this - SW is awesome for pulp and so-so for other stuff.

I think you should take a look at BRP.

+1 for this. Runequest 6 or Mongoose's Legend might be good options, although they are rather lethal systems compared to D&D and not exactly rules-light. Dragon Warriors would probably fit your criteria rather well, thinking about it. Magic isn't widespread, the rules are pretty simple, and characters don't gain great personal power quickly. It might be worth a look. There are setting-specific rules that might be convertible, Pendragon is rather more versatile than it first appears.
 

While I have used Savage Worlds for pirates, Weird West and Weird WWII, I have tried it only once for fantasy, and it was just okay for that setting. It works and seems to have the elements you're looking for, but I'd say that medieval fantasy is not necessarily the system's sweet spot.

I'll agree and disagree with ya ;)

Modern (3e/4e/Pathfinder) D&D-esque fantasy is NOT the sweet spot out of the box. People have to unlearned their D&Disms and embrace what SW offers. Anytime you switch systems but still want the D&D experience, that will occur. SW is further end of the scale vs. retroclones, etc.

However, I have run one D&D-esque campaign (Expedition to Castle Ravenloft) and played in a Ptolus campaign that just hit Legendary. I can wholeheartly endorse the system and in my opinion it does fantasy better than D&D. D&D has gotten bogged down in the system and lost sight of the game (why do you think 5Next is trying to reach back to its roots?).

It really comes down to bracing the Trappings for Magic (and extending it to Skills and Edges) by both the GM and the players. It opens up some great avenues. I do think their is a bit more work by the GM to get Fantasy to groove but 75% of that is letting go of the D&D Fantasy Box.

Here are some notes from the campaign I ran on SW and Fantasy:

http://www.obsidianportal.com/campaign/savage-ravenloft/wikis/running-savage-worlds
 

I'll agree that SW is a great system to look at. It handles fantasy pretty well out of the box and the Fantasy Supplement puts a lot of conversion in your hands (and a few additional options). I ran a fantasy-based SW game in my homebrew world of Crimson Empire. Stuff that would have taken hours to throw together for PF I could do on the fly in SW.
 

I haven't stated it particularily clear in my first post, but I want to run a fantasy campaign with elves, dwarves, goblins, dragons, evil necromancers and dumb ogres. ;)

If I were to run Savage Worlds, what is the supplements you would recommend? Any hints to what I have to think about that's completely different from running a 3e/4e game?
 

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