Recommendation: Modern Fantasy Little/No Combat

Reynard

Legend
I need a palette cleanser before I start a new D&D campaign and I have an idea for short portal fantasy wherein a retirement community gets drawn into Faerie and the PCs (family of residents or members of the staff mostly) will have to discover a way out before it is trapped forever. I want a system in which combat is essentially a fail state, though, and I want the magic and wonder of faerie to feel more horror like (think del Toror's Pan's Labyrinth).

Any suggestion is appreciated. Extra points if it is easy to get, preferably in PDF. Note that I do not like PbtA based games.

Thanks!
 

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Umbran

Mod Squad
Staff member
I don't know many systems for which combat is intrinsically a failure state. I can think of quick ways to modify systems so that it is such, but that's not quite the requested brief.
 

Reynard

Legend
I don't know many systems for which combat is intrinsically a failure state. I can think of quick ways to modify systems so that it is such, but that's not quite the requested brief.
I am thinking of the level of "better not" that Call of Cthulhu sits in.
 


moriantumr

Explorer
Vaesen might suit your style. It has the mythical creatures, horror, and is designed for investigation to be at the forefront of an adventure. Combat can be extremely punishing, especially if investigation has been rushed or ignored. Bonus for having some of my favorite art in an rpg.
 



GURPS Lite plus GURPS Fantasy: Portal Realms should do it. Combat is quite deadly, and you've got specific support for portal fantasy. Mind you, most of that supplement is not GURPS-specific, and works with any RPG.
 


I havent played it, but might cthulu dark work for you?

I believe PCs automatically fail combat and the (very light) system is built around investigating the mythos, which could be altered to whatever weird science/magic is going on.
 

Umbran

Mod Squad
Staff member
I am thinking of the level of "better not" that Call of Cthulhu sits in.

Well, have you considered... using a Call of Cthulhu variant for your rules then?

Reskin sanity - instead of going insane, being exposed to fae magics tends to rob people of their wills, perhaps, so that they drive into docile loops of behavior, not really cognizant of what is going on around them, and they become trapped in Underhill, or the like.
 

Reynard

Legend
Well, have you considered... using a Call of Cthulhu variant for your rules then?

Reskin sanity - instead of going insane, being exposed to fae magics tends to rob people of their wills, perhaps, so that they drive into docile loops of behavior, not really cognizant of what is going on around them, and they become trapped in Underhill, or the like.
I have actually but it is a rare system I have never run and only played a few times so I didn't know if it would work.
 





DrunkonDuty

he/him
Well, that right there is the deciding point for me. ;-)

Just had a thought: Ars Magica could also do what you want. Would in fact do it very well.
 

Reynard

Legend
Well, that right there is the deciding point for me. ;-)

Just had a thought: Ars Magica could also do what you want. Would in fact do it very well.
My characters are from the modern world. I own Ars but I have only ever read the fluff since I never expected to run it. Is it versatile?
 

aramis erak

Legend
Vaesen might suit your style. It has the mythical creatures, horror, and is designed for investigation to be at the forefront of an adventure. Combat can be extremely punishing, especially if investigation has been rushed or ignored. Bonus for having some of my favorite art in an rpg.
If you've gone to combat, you've already lost in the adventures presented in A Wicked Secret (the adventures volume for Vaesen).

Also, Vaesen is 19th C, not modern, but that's not too hard to deal with.

Same core engine, Tales from the Loop and Things from the Flood are both "Modern" in the historical sense (where modern starts in 1965), being 80's, and not being Cthulhuoid, but still being dark things happening. Tales is kids (5-15), Things is Teens in the 90's. And if you haven't seen the show, don't worry. the show's plot arch for S1 is not the same as the thrust of the adventures. Combat isn't even a process - at most, it's a single roll and a condition result for the loser.

Edit to add: Combining the Vaesen and the character rules from Tales and Things, one could do a reasonable version of Stranger Things...
 
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DrunkonDuty

he/him
I think so.

I don't have the rule book handy and I haven't played in years so please excuse me if I get anything wrong.

At it's core the system is roll a D10 and add the skill bonus, looking for target number.

As I say, you wouldn't need the magic rules. Just make all the PCs companions. Maybe give them a grog or 2 to run as well if you think they'll need some cannon fodder.

Where Ars Magica could be particularly useful is the rules for regios. A regio is a region of increased influence of one of the, erm, spheres (spheres is not the word used by the rules). There are 5 spheres: Magical, Divine, Infernal, Fey, and Science. Most of the world is a mix of all of these but there are areas where one dominates. A regio's strength is rated 1 - 10. A humble church might have a Divine regio of 1-2. St Pauls in Rome might have a regio of 9 or 10. A regio of 10 is (or effectively is) the relevant realm/dimension. Not all regios need to go up to 10.

You probably see where this is going.

One thing about regios that I found particularly appealing is that regio have layers, like an onion. You don't simply walk up to a regio 10 area and see a portal, you would simply see a church, (or St. Pauls.) The first layer is coterminous with this dimension. A character might wander through an area with a high regio and not even be aware of it. Or maybe they do just the right (wrong) thing, at just the right (wrong) moment, and step through to the next layer, vanishing from this dimension. You can have as many layers as you like between this world and the final destination.

As an example: a fey regio that is centred on a standing stone. This regio is part of this dimension; someone standing by the stone can see/effect and be seen/effected by someone standing outside the regio. The area around the stone is regio 2; fey related things (spells, a fey's magical might) got a +2 bonus. By walking widershins around the stone 3 times on a moonless night they enter the next layer, with a regio of 5. The character finds themself in a new place, a sunny field of flowers. There is no sign of the mundane world now, the character is in another (pocket) dimension. There's a trod (a fairy road) leading off into the distance. By following the trod the character comes to a familiar looking standing stone, but this time there is a dark opening in the earth beneath the stone. By crawling through the cave on their belly the character is able to reach the next layer of the regio. And so on.

Populate each layer with whatever helpers, guardians, puzzles, traps you desire. And of course you can make working out how to reach the next layer of the regio a mystery in itself.
 

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