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Low Fantasy RPG?
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<blockquote data-quote="Argyle King" data-source="post: 6346730" data-attributes="member: 58416"><p>As an early opponent of D&D 5th, I'd say it (at least as best I can tell from playing it a few times) seems to be lower than the previous two editions. That being said, I cannot say how it performs beyond level 5 or so; I likewise cannot say how it performs with the full version of the rules. </p><p></p><p></p><p></p><p>Now that I have that out of the way, I'll echo GURPS. I'm a big fan of GURPS 4th Edition, and wanting to run low fantasy is a big reason why. As a toolkit system, it can look scary, but the trick is realizing that you're not expected to use every part of the book in the same way you are with something like D&D. You certainly can use every option if you want to, but the idea (I think) behind being a toolkit game is being able to pick and choose what you want to use and get the results you want. For one group the additional rules for bleeding out and losing limbs might be exactly what they want; a different table might not even bother to use hit locations. Both methods are viable ways to play the game.</p><p></p><p>Another thing I'll point out is that GURPS doesn't have a monster manual in the same way D&D does. This is because -again; as a toolkit system- you're free to define things the way you want. Orcs in my world might look completely different than Orcs in your world, and I have the freedom to build them differently. That being said, there are a lot more pre-made creatures than many people give the system credit for. The Basic Set contains a lot of creatures like horses, dogs, lions, and various other things, and it doesn't take much to reskin a bear into a 'dragon' by giving it some ability to fly and a fiery breath weapon. Other books (none of which are required, but some of which are very nice) also have creatures listed in them. For example, there's an entire book about Zombies. <a href="http://www.sjgames.com/gurps/books/zombies/" target="_blank">http://www.sjgames.com/gurps/books/zombies/</a></p><p></p><p>There also is the Dungeon Fantasy series which provides both templates that mimic the idea of class and templates for creatures. Though I will say that (in my opinion) Dungeon Fantasy leans at least a little bit toward a more D&Dish style. Though even that can be adjusted, and there's no reason why you cannot still run a low fantasy style game with the materials in DF; I have, and it worked perfectly fine. In particular, if you want to go more of a low fantasy route with Dungeon Fantasy, one of the books provides templates for hirelings and henchmen; simply use that for making PCs. <a href="http://www.sjgames.com/gurps/books/dungeonfantasy/" target="_blank">http://www.sjgames.com/gurps/books/dungeonfantasy/</a></p><p></p><p>There are plenty of options. Banestorm is a fantasy setting for GURPS as well, and there are quite a few fan-made resources. There is also a GURPS Fantasy which is helpful, but I'd categorize it more as a DM and setting building book; it deals with the Fantasy genre much in the same way GURPS Horror (which is a fantastic book) deals with the Horror genre. <a href="http://www.sjgames.com/gurps/books/banestorm/" target="_blank">http://www.sjgames.com/gurps/books/banestorm/</a></p><p></p><p>In the end, none of what I mentioned is required at all though. You can run a game with just the basic set if you'd like. That's all that is required. The other suppliments simply add more options and provide a few more pre-worked examples. I know a few people who run games by using mostly GURPS Lite (which is a free pdf) and then just adding a few bits and pieces of the more robust version of the rules found in GURPS Basic Set. <a href="http://www.sjgames.com/gurps/lite/" target="_blank">http://www.sjgames.com/gurps/lite/</a></p><p></p><p>My last piece of advice for GURPS would be that -as the DM- don't worry about building everything with points and knowing exact point totals for every creature. You can build everything point by point if you'd like, but it will likely lead to madness. There's nothing wrong with getting some practice building things to learn the system, but, in the end, it doesn't really matter what exactly Farmer Joe's points total as a character is in most cases. Points aren't necessarily a direct indication of power; in a straight up fight a 100 point warrior will likely kill a 400 point banker. (Though, the banker likely has social advantages which would allow him to hire body guards so as to not be in that situation.)</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6346730, member: 58416"] As an early opponent of D&D 5th, I'd say it (at least as best I can tell from playing it a few times) seems to be lower than the previous two editions. That being said, I cannot say how it performs beyond level 5 or so; I likewise cannot say how it performs with the full version of the rules. Now that I have that out of the way, I'll echo GURPS. I'm a big fan of GURPS 4th Edition, and wanting to run low fantasy is a big reason why. As a toolkit system, it can look scary, but the trick is realizing that you're not expected to use every part of the book in the same way you are with something like D&D. You certainly can use every option if you want to, but the idea (I think) behind being a toolkit game is being able to pick and choose what you want to use and get the results you want. For one group the additional rules for bleeding out and losing limbs might be exactly what they want; a different table might not even bother to use hit locations. Both methods are viable ways to play the game. Another thing I'll point out is that GURPS doesn't have a monster manual in the same way D&D does. This is because -again; as a toolkit system- you're free to define things the way you want. Orcs in my world might look completely different than Orcs in your world, and I have the freedom to build them differently. That being said, there are a lot more pre-made creatures than many people give the system credit for. The Basic Set contains a lot of creatures like horses, dogs, lions, and various other things, and it doesn't take much to reskin a bear into a 'dragon' by giving it some ability to fly and a fiery breath weapon. Other books (none of which are required, but some of which are very nice) also have creatures listed in them. For example, there's an entire book about Zombies. [URL]http://www.sjgames.com/gurps/books/zombies/[/URL] There also is the Dungeon Fantasy series which provides both templates that mimic the idea of class and templates for creatures. Though I will say that (in my opinion) Dungeon Fantasy leans at least a little bit toward a more D&Dish style. Though even that can be adjusted, and there's no reason why you cannot still run a low fantasy style game with the materials in DF; I have, and it worked perfectly fine. In particular, if you want to go more of a low fantasy route with Dungeon Fantasy, one of the books provides templates for hirelings and henchmen; simply use that for making PCs. [URL]http://www.sjgames.com/gurps/books/dungeonfantasy/[/URL] There are plenty of options. Banestorm is a fantasy setting for GURPS as well, and there are quite a few fan-made resources. There is also a GURPS Fantasy which is helpful, but I'd categorize it more as a DM and setting building book; it deals with the Fantasy genre much in the same way GURPS Horror (which is a fantastic book) deals with the Horror genre. [URL]http://www.sjgames.com/gurps/books/banestorm/[/URL] In the end, none of what I mentioned is required at all though. You can run a game with just the basic set if you'd like. That's all that is required. The other suppliments simply add more options and provide a few more pre-worked examples. I know a few people who run games by using mostly GURPS Lite (which is a free pdf) and then just adding a few bits and pieces of the more robust version of the rules found in GURPS Basic Set. [URL]http://www.sjgames.com/gurps/lite/[/URL] My last piece of advice for GURPS would be that -as the DM- don't worry about building everything with points and knowing exact point totals for every creature. You can build everything point by point if you'd like, but it will likely lead to madness. There's nothing wrong with getting some practice building things to learn the system, but, in the end, it doesn't really matter what exactly Farmer Joe's points total as a character is in most cases. Points aren't necessarily a direct indication of power; in a straight up fight a 100 point warrior will likely kill a 400 point banker. (Though, the banker likely has social advantages which would allow him to hire body guards so as to not be in that situation.) [/QUOTE]
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