New generic contemporary/urban fantasy?

From everything I’ve read on the books and been told by players, 5e is supposed to be the polar opposite of how you describe it. It’s about playing “freelancers” who hate and fight “orgs” because bureaucracy is magically evil. You’re the first person I’ve seen mention that it’s about a playing someone in magical gig economy.
Those people have severely mislead you. There's absolutely nothing in 5E HtR about "bureaucracy is magically evil".

Digging through (I literally opened to the book to see what I could find) the only thing I can find that even might make someone think that is that organisations are listed on a diagram as "possible secondary antagonists", because the goals of an organisation (that you might or might not work for) might conflict with your personal goals as a Hunter. They are absolutely not "magically evil", though, that's literally nonsense that someone has made up and told you. Indeed it's reasonable and likely that say, the part of the FBI that deals with supernatural threats might conflict with you as a Hunter, even if you work for them - c.f. the X-Files.

There's also a single line in the discussion of organisations - "Many agencies that exist ostensibly to protect the public instead act as enforcers of the status quo, concerned more for their own benefit and autonomy than they are about putting down monsters." - This is hardly a controversial or extreme viewpoint. It's literally how the world works IRL (particularly re: law enforcement, religious orgs, etc.). And note it's not "all agencies" or even "most agencies" it's "many", which could mean 60% or could mean 10%.

I feel like whoever told you this didn't really read HtR 5E very closely, and instead went into it with oWoD HtR vibes and then just made a lot of extreme and silly assumptions based on scanning the text and not reading it.
If your interpretation is the right one and I’ve somehow been fed a diet of misinformation (including somehow being misled by the official books that demonize orgs), then working gigs still sounds soul-crushingly banal compared Hunter: The Vigil’s much more diverse plethora of options.
You can literally work for whoever you like in HtR 5E, whether it's the Vatican or the FBI or the gig people or individuals like the Equalizer or no-one at all!

The default situation is that PCs are freelancers who are not permanently chained to any specific organisation, not because they're anarchists or primitivists, but because they're truly driven to hunt monsters whereas people in the organisations generally primarily follow the precepts and rules of those organisations. At no point does the book imply this is "evil" or "bureaucracy" (indeed some of the orgs are anti-bureaucratic in any normal sense), or even that the orgs are useless or something - merely that they may conflict with the truly driven Hunters. And the default situation is that the PCs are contacted and contracted by the organisations because this is an easy way to give the PCs missions with clear parameters and rewards. But if you don't want to work for them, don't! And if you want to run a campaign where the PCs always work for the Vatican there's literally nothing stopping you, either conceptually or mechanically. It just encourages you to have this cell of freelancers because that's the default mode of play and the one which would require the least prep/effort from the Storyteller.
Vigil lets you work for (or against) a variety of organizations including amateur online message boards, government task forces, secret wings of the Vatican, pharma corporations, and idle rich big game hunters.
You could work for any of those in HtR 5E.

The way it's split up in 5E isn't by set specific pre-existing organisations but general ways of operating/drives:

Entrepreneurial
Faithful
Inquisitive
Martial
Underground

If you work for/with an organisation they break down into

Academic
Corporate
Government
Religious
Vigilantes

There are also quite a few specific organisations detailed but I won't go into details in case it's spoilers somehow, beyond to say that there are multiple detailed examples of all of the above types, and one of them is even Orpheus from nWoD. I didn't notice any of the Vigil ones but I'm less familiar with those, and you could absolutely introduce any Vigil one you wanted.

Note, again, I'm not even a fan of this - I wanted an HtR game to be an HtR game, and this is clearly a Vigil game.

I will say that as with the WtA 5E, the designers didn't come up with pre-existing organisations that are really as vivid or pulp-y as the Vigil ones, but yeah that's part of the general 5E downgrade. The designers just don't have the verve, nerve or style of either the oWoD or nWoD designers. But as I said, you could easily just use Vigil's ones - that's one of the things HtR 5E has going for it - it's more of a toolkit with a bit of a setting than a really seriously specific setting and powers like the old HtR was.
 
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True, but Savage Worlds also gives fairly good guidance for developing custom character traits that fall in line with the standard PC build costs. Creating a custom heritage/character trait set is relatively easy because SW is so hackable.
Sure, you can definitely do it in Savage Worlds. You'd probably need to turn the ancestry dial up a bit, because the default where ancestries clock in at +2 points isn't going to do you any wonders (Savage Pathfinder uses +4 for its ancestries, for example). But ETU is not that game. It is Buffy, minus the Slayer's superpowers and before Willow got her witch upgrade. It's UC Sunnydale, not Nevermore Academy. It's definitely more on the horror side than the Urban Fantasy side.
 

Savage Worlds Horror Companion would give you all the tools you need to run an urban fantasy game. It covers the spectrum from completely mundane characters stumbling into ‘things man was not meant to know’ up to vampires and werewolves (who may or may not be vying for the affections of a mortal…).

It brings in most all the horror focused special rules from ETU, tweaks them and makes them more flexible to cover a wider scope.
 

Personally, for urban fantasy / modern fantasy, my go to game is Chronicles of Darkness game line. Core book is enough, but i like Armory and Armory reloaded, also Hunter:TV and Block by bloody block. Last one is specially interesting, cause it deals with reclaiming territory from supernaturals. I haven't played this current version of WoD, so i can't compare it.
 

I just went looking for a medium-complexity, low-cruft urban fantasy RPG this weekend and, wow, there really aren't great choices.

I loved Mage: The Ascension back in the day, but looking at the 20th anniversary edition, I realized how much stuff there is in that setting. Which is great if you're keen to play a Mage: The Ascension game. But if you just want to run a campaign about the witches of Salem, Virginia (every American city named Salem has a coven, because witches hold grudges), it's just too much extra baggage.

The various PbtA systems also have very specific focuses.

The It's Only Magic sourcebook for Cypher presupposes a magical modern world, etc.

It really does feel like it would require going back quite a ways to find a ruleset that could work for this, which is kind of nuts.
 

Mage is good, but only if you really want to center it around mages and wanna deep dive into complex system of magic.

Core nWoD (or CoD as they call it now) rulebook is better for general urban fantasy. I listed above some of the supplements, but one other that's solid is Second sight. It gives supernatural merits which are great for fast,dirty and easy creation of simple magic users and psychics, like those Salem witches.
 

It really does feel like it would require going back quite a ways to find a ruleset that could work for this, which is kind of nuts.

I agree, it is nuts. A couple years ago I went looking for a modern urban fantasy kitchen sink game published in the past few years that I could use that wasn't rules-light and I found only a couple rpgs that begin to fit that description.

One of them was Wicked Pacts. I ended up not using it but maybe check it out and decide for yourself?

 

When I can’t find a genre-specific RPG that does a good job of supporting a campaign I want to run, I take one of 3 paths:

1) abandon the idea until I actually find a game that ticks enough boxes

2) find a game that’s close enough, then HR the heck out of it

3) run it in a toolbox system; HERO being my system of choice

The 2nd one can be surprisingly rewarding. I ran a RIFTS campaign in the 90s, and to prep for it, I went through ALL of my Palladium sourcebooks to pick campaign-permitted OCCs & RCCs, and put a brief description of each in an outline I handed out to the players, sorted by sourcebook. I let them know that whatever they knew of the published setting lore could vary from pure lies to absolute truth…with variables none had considered.

In another (non-RIFTS) campaign, all I used were the game’s mechanics- 100% of the campaign lore was my own worldbuilding.
 

I suspect one of Bloat Games' OSR-based 1980s/1990s RPGs might work, but have no experience with them personally.


The Lost Boys-based Santa Muerta setting and the grunge-era Seattle We Die Young rulebook/setting are especially tempting to check out.
 

Core nWoD (or CoD as they call it now) rulebook is better for general urban fantasy. I listed above some of the supplements, but one other that's solid is Second sight. It gives supernatural merits which are great for fast,dirty and easy creation of simple magic users and psychics, like those Salem witches.
Yea, other than CoD and I guess Savage Worlds, I can't really think of a game with a trad-like engine that can do standalone "just normal Earth people" settings.
 

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