Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
*Pathfinder & Starfinder
Non-D&D /Pathfinder RPGs
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="Balesir" data-source="post: 6069519" data-attributes="member: 27160"><p>A few more "minor" games:</p><p></p><p><strong><u>PrimeTime Adventures</u></strong></p><p></p><p>A very tightly focussed little game (the whole game comes in one little paperback book) about creating your own TV series - as a roleplaying campaign. A masterclass in how to have tightly specified rules - this is <strong><em>not</em></strong> a "freeform" game - for a game that is not in the least bit gamist (in any of the interpretations I have come accross of that word). Definitely no combat grids, tightly balanced and a real player-driven game; the players, including but not limited to the GM, frame scenes and set up conflicts, then choose goals in those conflicts and resolve them with the aid of randomisers. All conflicts - combat or otherwise - are resolved using the same system.</p><p></p><p>Stengths: a great fun game with the right group, and excellent for showing how narrativist, player-driven story games can have tight, unambiguous rules. Plus you get to give each other fan mail <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>Weaknesses: longtime, dyed-in-the-wool gamers can have trouble "getting" this game. It's not "simulationist" of any stripe and the systems are (a) not process based and (b) rely on the players, not just the GM. Try Fiasco first, maybe, then this.</p><p></p><p><strong><u>DragonQuest</u></strong></p><p></p><p>Not the old TSR boardgame, but the even older SPI roleplaying game. Long out of print, but well worth picking up second-hand if you can. There were three editions; the second was arguably the best, but they are really not all that far different.</p><p></p><p>Tactical play done right, in a very early incarnation. Used experience points and levels, but for individual skills, spells and weapons, not for character classes. Has a "hit point" system with "fatigue" and "endurance" to represent "luck and evasion" and "physical wounds", respectively. Magic users have "colleges" that give access to a specific, limited selection of spells.</p><p></p><p>Strengths: if you want a bit more "realism" than D&D, but not as much as Hârn nor as far from mainstream fantasy as RuneQuest, this might be the system for you. Easy to do vanilla fantasy with - I converted several classic D&D monsters to DQ, back in the day. Good for simulationism lovers who want a tight, clear ruleset.</p><p></p><p>Weaknesses: showing its age a little, in that it uses none of the 'modern' tweaks and developments in RPG systems. Taking magic use is a bit of a no-brainer, unless you just can't be bothered with the hassle, but at least the "uber-archmage" doesn't develop, since to get really good at a wide range of magic takes a LOT of experience points. May be difficult to get hold of for a reasonable price.</p><p></p><p><strong><u>Bushido</u></strong></p><p></p><p>The start of Bob Charrette and Paul Hume's FGU system that was later used for "Daredevils" and "Aftermath". A focussed game set in mythic feudal Japan/Nippon - before Legends of the Five rings was even a glimmer in anybody's eye! Uses an intriguing mix of levels (limited to six - decades before E6!) and skill training; you train in a skill to get a score of 1-20, then add your level if the skill is a "class skill" for your character. Advance in levels by gaining <em>both</em> "budo" (experience) and "on" (honour/face) - and <strong><em>lose</em></strong> levels if you lose too much of the latter!</p><p></p><p>Strengths: captures a samurai film vibe really well. The system is simple and gives cinematic outcomes while remaining very "sensical". Very nice systems to support the GM in making places like lairs, cities, castles, villages and so on. Has ninja and it makes perfect sense for them to be there! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Weaknesses: specific to mythic Nippon. May be difficult to get at a reasonable price in a print version, but DTRPG have it as a PDF for ten bucks right now.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6069519, member: 27160"] A few more "minor" games: [B][U]PrimeTime Adventures[/U][/B] A very tightly focussed little game (the whole game comes in one little paperback book) about creating your own TV series - as a roleplaying campaign. A masterclass in how to have tightly specified rules - this is [B][I]not[/I][/B] a "freeform" game - for a game that is not in the least bit gamist (in any of the interpretations I have come accross of that word). Definitely no combat grids, tightly balanced and a real player-driven game; the players, including but not limited to the GM, frame scenes and set up conflicts, then choose goals in those conflicts and resolve them with the aid of randomisers. All conflicts - combat or otherwise - are resolved using the same system. Stengths: a great fun game with the right group, and excellent for showing how narrativist, player-driven story games can have tight, unambiguous rules. Plus you get to give each other fan mail :cool: Weaknesses: longtime, dyed-in-the-wool gamers can have trouble "getting" this game. It's not "simulationist" of any stripe and the systems are (a) not process based and (b) rely on the players, not just the GM. Try Fiasco first, maybe, then this. [B][U]DragonQuest[/U][/B] Not the old TSR boardgame, but the even older SPI roleplaying game. Long out of print, but well worth picking up second-hand if you can. There were three editions; the second was arguably the best, but they are really not all that far different. Tactical play done right, in a very early incarnation. Used experience points and levels, but for individual skills, spells and weapons, not for character classes. Has a "hit point" system with "fatigue" and "endurance" to represent "luck and evasion" and "physical wounds", respectively. Magic users have "colleges" that give access to a specific, limited selection of spells. Strengths: if you want a bit more "realism" than D&D, but not as much as Hârn nor as far from mainstream fantasy as RuneQuest, this might be the system for you. Easy to do vanilla fantasy with - I converted several classic D&D monsters to DQ, back in the day. Good for simulationism lovers who want a tight, clear ruleset. Weaknesses: showing its age a little, in that it uses none of the 'modern' tweaks and developments in RPG systems. Taking magic use is a bit of a no-brainer, unless you just can't be bothered with the hassle, but at least the "uber-archmage" doesn't develop, since to get really good at a wide range of magic takes a LOT of experience points. May be difficult to get hold of for a reasonable price. [B][U]Bushido[/U][/B] The start of Bob Charrette and Paul Hume's FGU system that was later used for "Daredevils" and "Aftermath". A focussed game set in mythic feudal Japan/Nippon - before Legends of the Five rings was even a glimmer in anybody's eye! Uses an intriguing mix of levels (limited to six - decades before E6!) and skill training; you train in a skill to get a score of 1-20, then add your level if the skill is a "class skill" for your character. Advance in levels by gaining [I]both[/I] "budo" (experience) and "on" (honour/face) - and [B][I]lose[/I][/B] levels if you lose too much of the latter! Strengths: captures a samurai film vibe really well. The system is simple and gives cinematic outcomes while remaining very "sensical". Very nice systems to support the GM in making places like lairs, cities, castles, villages and so on. Has ninja and it makes perfect sense for them to be there! ;) Weaknesses: specific to mythic Nippon. May be difficult to get at a reasonable price in a print version, but DTRPG have it as a PDF for ten bucks right now. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Non-D&D /Pathfinder RPGs
Top