Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
(LOTR) I don't normally ask for system recommendations, but when I do, it certainly doesn't involve Dos Equis
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ratskinner" data-source="post: 7019202" data-attributes="member: 6688937"><p>After reading the rest of your post, I can understand the hesitation. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>I believe several of them can, but with modifications. I'm familiar with:</p><ul> <li data-xf-list-type="ul">Fate Core - Doesn't have detailed tactics by default, but you can add them in with however much detail/effort you'd like. Getting to something similar to 5e shouldn't be hard. There have even been suggestions for doing 4e on the fly.</li> <li data-xf-list-type="ul">Dungeon World - Somewhat similar, but the system doesn't really thrive on gamist-style combat. I feel like it would be far more awkward fit than Fate.</li> <li data-xf-list-type="ul">5e with the Middle-Earth source books, Savage Worlds - I would think the key to either of these would be adding in some kind of narrativist "drive" system for the characters. Probably less tedious a task than adding tactics to Fate</li> </ul><p></p><p></p><p></p><p></p><p>Generally, you'd have to add it in to the "narrative" systems. Depending on the breadth of the tactical options they want, that might not be hard. A Google search for "Fate tactical combat" pops up several options for me. Heck, if you use a version of Fate Accelerated, you could import a lot of options from D&D fairly easily, I would think. It would take a bit of "cleanup" that might get tedious. However, you would get some fairly fine control over what you'd get from the game. (one of the things I like about Fate.)</p><p></p><p>I would point out that there is a lot of variability amongst the "narrative" systems. I'm honestly not even sure that that's the best descriptor for Fate. I mean, there are systems our there that are true-blue story games with mechanics that barely resemble traditional rpgs and tactical play wouldn't even make sense! Fate hews fairly close to rpg tradition, just with some neat tech, IMO.</p><p></p><p></p><p></p><p>A) I ran a Dungeon World campaign for almost 10 sessions, and my answer is mixed. I don't think I'd recommend it given the parameters you've set out. Firstly, part of DW design is that you don't actually know much about the world and you "Fill in the blanks" as you play. Using it for a campaign world that is already well-defined would get claustrophobic fairly quickly. In fact, even in my brief campaign, because they stayed in a relatively confined area, the established fiction kept bumping up against move options towards the end. It also requires a very different response set from the DM and more narrative authority from the players than D&D does. However, I don't really think there's any particular limitation due to lack of "meat".</p><p></p><p>B) Fate Core doesn't include a great deal of tactical combat elements by default. However, if you're considering 5e and Savage Worlds, it shouldn't be hard to add that level of tactics in through a selection of stunts and refined movement rules. This is especially true if you won't be having a lot of magic users. Also, take a look at the Fate:Freeport pdf. I might also suggest that you consult your players for help, these kind of tactical elements can even be added or adjusted piecemeal as play goes on. Its probably easier to recognize and fix problems with a tactical system than a narrative one.</p><p></p><p></p><p></p><p>Consider the "Sweet20 Experience System", or stealing a version of the experience rules from Dungeon World for either Savage Worlds or D&D, possibly also from "The Bureau" a very stripped down PbtA game. From what I've seen, the key to bringing more Narrative flair to play with a system like D&D or Savage Worlds is adding non-traditional motivation systems.</p><p></p><p>I guess my short answer is: I think many of your needs would be most easily be met by adding a narrative subsystem to D&D or Savage Worlds. However, if/since you're tiring of those systems, give modifying Fate a try.</p><p></p><p>I hope that's helpful.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7019202, member: 6688937"] After reading the rest of your post, I can understand the hesitation. :) I believe several of them can, but with modifications. I'm familiar with: [LIST] [*]Fate Core - Doesn't have detailed tactics by default, but you can add them in with however much detail/effort you'd like. Getting to something similar to 5e shouldn't be hard. There have even been suggestions for doing 4e on the fly. [*]Dungeon World - Somewhat similar, but the system doesn't really thrive on gamist-style combat. I feel like it would be far more awkward fit than Fate. [*]5e with the Middle-Earth source books, Savage Worlds - I would think the key to either of these would be adding in some kind of narrativist "drive" system for the characters. Probably less tedious a task than adding tactics to Fate [/LIST] Generally, you'd have to add it in to the "narrative" systems. Depending on the breadth of the tactical options they want, that might not be hard. A Google search for "Fate tactical combat" pops up several options for me. Heck, if you use a version of Fate Accelerated, you could import a lot of options from D&D fairly easily, I would think. It would take a bit of "cleanup" that might get tedious. However, you would get some fairly fine control over what you'd get from the game. (one of the things I like about Fate.) I would point out that there is a lot of variability amongst the "narrative" systems. I'm honestly not even sure that that's the best descriptor for Fate. I mean, there are systems our there that are true-blue story games with mechanics that barely resemble traditional rpgs and tactical play wouldn't even make sense! Fate hews fairly close to rpg tradition, just with some neat tech, IMO. A) I ran a Dungeon World campaign for almost 10 sessions, and my answer is mixed. I don't think I'd recommend it given the parameters you've set out. Firstly, part of DW design is that you don't actually know much about the world and you "Fill in the blanks" as you play. Using it for a campaign world that is already well-defined would get claustrophobic fairly quickly. In fact, even in my brief campaign, because they stayed in a relatively confined area, the established fiction kept bumping up against move options towards the end. It also requires a very different response set from the DM and more narrative authority from the players than D&D does. However, I don't really think there's any particular limitation due to lack of "meat". B) Fate Core doesn't include a great deal of tactical combat elements by default. However, if you're considering 5e and Savage Worlds, it shouldn't be hard to add that level of tactics in through a selection of stunts and refined movement rules. This is especially true if you won't be having a lot of magic users. Also, take a look at the Fate:Freeport pdf. I might also suggest that you consult your players for help, these kind of tactical elements can even be added or adjusted piecemeal as play goes on. Its probably easier to recognize and fix problems with a tactical system than a narrative one. Consider the "Sweet20 Experience System", or stealing a version of the experience rules from Dungeon World for either Savage Worlds or D&D, possibly also from "The Bureau" a very stripped down PbtA game. From what I've seen, the key to bringing more Narrative flair to play with a system like D&D or Savage Worlds is adding non-traditional motivation systems. I guess my short answer is: I think many of your needs would be most easily be met by adding a narrative subsystem to D&D or Savage Worlds. However, if/since you're tiring of those systems, give modifying Fate a try. I hope that's helpful. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
(LOTR) I don't normally ask for system recommendations, but when I do, it certainly doesn't involve Dos Equis
Top