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my players told me what they want in a rpg for the next campaign
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<blockquote data-quote="Tony Vargas" data-source="post: 7809852" data-attributes="member: 996"><p>I'd also rec Fantasy Hero if you've handled Hero System before. Not exactly quick to pick up.</p><p> Easiest version of D&D to run, least-distorted class balance & advancement, so mages & fighters/Rogue's perform the way you want.</p><p>I've run a lot if D&D over the decades, and largely stopped doing prep in the 2e era, too much trouble for the payoff, just as lib.</p><p>3e I tried prepping, huge amount if work for a return you couldn't even count on. Ultimately played rather than ran as much as possible.</p><p></p><p>4e I played a bit, didn't try to run, then did an impromptu pick-up game: 5 min prep, just picking same-level monsters - radically re-skinned one - 4 encounyers, good for several hours of fun. It was quite the eye-opener. Ran it for years after that. By the time 5e came out, and I started running that I realized "hey, I've gotten a little /lazy/ as a DM..."</p><p></p><p>But, if <em>even one</em> of your players is a closet "h4ter," it's not even worth bringing it up. </p><p></p><p>13th Age is a pretty neat, D&D-style frpg, like a very talented cover band that also does their own stuff.</p><p>It's tone is conversational, so it's easy to get through. It's not exactly carefree to run at the table but there's a remarkable adventure for it: Eyes of the Stone Thief</p><p>Downside is that, while the Rogue is remarkably engaging, you don't even really need to be at the table to play a fighter - you get 'maneuvers,' and the dice tell you which one you do.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7809852, member: 996"] I'd also rec Fantasy Hero if you've handled Hero System before. Not exactly quick to pick up. Easiest version of D&D to run, least-distorted class balance & advancement, so mages & fighters/Rogue's perform the way you want. I've run a lot if D&D over the decades, and largely stopped doing prep in the 2e era, too much trouble for the payoff, just as lib. 3e I tried prepping, huge amount if work for a return you couldn't even count on. Ultimately played rather than ran as much as possible. 4e I played a bit, didn't try to run, then did an impromptu pick-up game: 5 min prep, just picking same-level monsters - radically re-skinned one - 4 encounyers, good for several hours of fun. It was quite the eye-opener. Ran it for years after that. By the time 5e came out, and I started running that I realized "hey, I've gotten a little /lazy/ as a DM..." But, if [I]even one[/I] of your players is a closet "h4ter," it's not even worth bringing it up. 13th Age is a pretty neat, D&D-style frpg, like a very talented cover band that also does their own stuff. It's tone is conversational, so it's easy to get through. It's not exactly carefree to run at the table but there's a remarkable adventure for it: Eyes of the Stone Thief Downside is that, while the Rogue is remarkably engaging, you don't even really need to be at the table to play a fighter - you get 'maneuvers,' and the dice tell you which one you do. [/QUOTE]
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