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<blockquote data-quote="grufflehead" data-source="post: 5176825" data-attributes="member: 35977"><p>I'm not actually all that big on Savage Worlds, but adding another vote that it is worth looking into. </p><p></p><p><a href="http://www.peginc.com/" target="_blank">Welcome to Pinnacle's Weird Website!</a></p><p></p><p>FATE/FUDGE comes in various flavours.</p><p></p><p><a href="http://www.faterpg.com/" target="_blank">FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM)</a></p><p></p><p>Cortex (which I own but have never read) is, on the face of it, mechanically not too far removed from SW.</p><p></p><p><a href="http://cortexsystemrpg.org/" target="_blank">Welcome to CORTEXSYSTEMRPG.ORG</a></p><p></p><p>WEG's D6 is what Star Wars used to run on but it has now been expanded (and can be more complicated if you want to go right into the system) - you can get some of the material now free</p><p></p><p><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=29204&it=1" target="_blank">D6 Core Set [BUNDLE] - West End Games | DriveThruRPG.com</a></p><p></p><p>Runequest was mentioned; it's one aspect of Chaosium's Basic Roleplaying (the same game engine is used in Call of Cthulhu and others and being d% based is pretty intuitive for newer players). Glorantha used to be their setting (and a very good one too) but it's a while since I played RQ so I don't know if it's still supported or if they have moved to something else.</p><p></p><p><a href="http://basicroleplaying.com/" target="_blank">Basic Roleplaying Central - Basic Roleplaying News</a></p><p></p><p>True20 keeps a lot of the basic mechanics of 3.5 but without much of the bloat - certainly makes porting over other material potentially easier. It is supported by their Freeport products as well.</p><p></p><p><a href="http://true20.com/" target="_blank">True20 Adventure Roleplaying: True fun, true excitement, true adventure, True20!</a></p><p></p><p>All of these, however, are 'generic' in as much as they are set up to be able to supposedly handle more than just fantasy games. Savage Worlds certainly has quite a few 3rd party supplements that include a 'setting' - otherwise, you can are faced with picking a setting or world book off the shelf and will then have a bit of work to do getting the balance right ie even if you don't want to go overboard on stats, you'll need an idea of how to set up challenges for the players that are pitched at the right level.</p><p></p><p>If you want to shell out some cash, I had always had a spot for Earthdawn which is now in its 3rd incarnation. Class based like D&D, comes with a wonderfully immersive world, much more balanced in terms of 'magic users' vs 'sword wielders' than D&D and I've never had to use a battle mat with it even though it suggests you can.</p><p></p><p><a href="http://www.redbrick-limited.com/cms/index.php?categoryid=18" target="_blank">RedBrick Limited • Raising Your Game</a></p><p></p><p>Other products in my large 'why did I buy this again?' collection are:</p><p></p><p>- Palladium (don't even know what edition this is onto, but the old one used to have quite a cool campaign world with it). Seems to still be going.</p><p></p><p><a href="http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=F450" target="_blank">Palladium Fantasy RPG®: Palladium Books Online</a></p><p></p><p>- Iron Gauntlets. No idea! Looked good, grabbed the pdf from DriveThru pretty cheaply. Barely skimmed over it...</p><p></p><p><a href="http://www.pigames.net/store/default.php?cPath=40" target="_blank">http://www.pigames.net/store/default.php?cPath=40</a></p><p></p><p>- and if you are feeling masochistic, then HERO and GURPS will put all the maths up front into the character gen process. I've played a fair bit of HERO and once you get going it works fine; it's just got a sharp learning curve. HERO has several fantasy settings, while GURPS has (or had) literally dozens of setting/sourcebooks, licensed from all manner of places, so a good chance of finding one you like.</p><p></p><p><a href="http://www.herogames.com/home.htm" target="_blank">HERO Games</a></p><p><a href="http://www.sjgames.com/gurps/" target="_blank">GURPS: Generic Universal RolePlaying System</a></p></blockquote><p></p>
[QUOTE="grufflehead, post: 5176825, member: 35977"] I'm not actually all that big on Savage Worlds, but adding another vote that it is worth looking into. [URL="http://www.peginc.com/"]Welcome to Pinnacle's Weird Website![/URL] FATE/FUDGE comes in various flavours. [URL="http://www.faterpg.com/"]FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM)[/URL] Cortex (which I own but have never read) is, on the face of it, mechanically not too far removed from SW. [URL="http://cortexsystemrpg.org/"]Welcome to CORTEXSYSTEMRPG.ORG[/URL] WEG's D6 is what Star Wars used to run on but it has now been expanded (and can be more complicated if you want to go right into the system) - you can get some of the material now free [URL="http://rpg.drivethrustuff.com/product_info.php?products_id=29204&it=1"]D6 Core Set [BUNDLE] - West End Games | DriveThruRPG.com[/URL] Runequest was mentioned; it's one aspect of Chaosium's Basic Roleplaying (the same game engine is used in Call of Cthulhu and others and being d% based is pretty intuitive for newer players). Glorantha used to be their setting (and a very good one too) but it's a while since I played RQ so I don't know if it's still supported or if they have moved to something else. [URL="http://basicroleplaying.com/"]Basic Roleplaying Central - Basic Roleplaying News[/URL] True20 keeps a lot of the basic mechanics of 3.5 but without much of the bloat - certainly makes porting over other material potentially easier. It is supported by their Freeport products as well. [URL="http://true20.com/"]True20 Adventure Roleplaying: True fun, true excitement, true adventure, True20![/URL] All of these, however, are 'generic' in as much as they are set up to be able to supposedly handle more than just fantasy games. Savage Worlds certainly has quite a few 3rd party supplements that include a 'setting' - otherwise, you can are faced with picking a setting or world book off the shelf and will then have a bit of work to do getting the balance right ie even if you don't want to go overboard on stats, you'll need an idea of how to set up challenges for the players that are pitched at the right level. If you want to shell out some cash, I had always had a spot for Earthdawn which is now in its 3rd incarnation. Class based like D&D, comes with a wonderfully immersive world, much more balanced in terms of 'magic users' vs 'sword wielders' than D&D and I've never had to use a battle mat with it even though it suggests you can. [URL="http://www.redbrick-limited.com/cms/index.php?categoryid=18"]RedBrick Limited • Raising Your Game[/URL] Other products in my large 'why did I buy this again?' collection are: - Palladium (don't even know what edition this is onto, but the old one used to have quite a cool campaign world with it). Seems to still be going. [URL="http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=F450"]Palladium Fantasy RPG®: Palladium Books Online[/URL] - Iron Gauntlets. No idea! Looked good, grabbed the pdf from DriveThru pretty cheaply. Barely skimmed over it... [URL]http://www.pigames.net/store/default.php?cPath=40[/URL] - and if you are feeling masochistic, then HERO and GURPS will put all the maths up front into the character gen process. I've played a fair bit of HERO and once you get going it works fine; it's just got a sharp learning curve. HERO has several fantasy settings, while GURPS has (or had) literally dozens of setting/sourcebooks, licensed from all manner of places, so a good chance of finding one you like. [URL="http://www.herogames.com/home.htm"]HERO Games[/URL] [URL="http://www.sjgames.com/gurps/"]GURPS: Generic Universal RolePlaying System[/URL] [/QUOTE]
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