Micah Sweet
Level Up & OSR Enthusiast
ACKS is a great game for me, but to be fair it is deeply simulationist and won't be for everyone.DCC is a great quality game, though it's not really my thing. I've never heard of ACKS, but I will check it out.
ACKS is a great game for me, but to be fair it is deeply simulationist and won't be for everyone.DCC is a great quality game, though it's not really my thing. I've never heard of ACKS, but I will check it out.
I focused on these three parts of my personal survey because they're very active spaces. The OSR space itself is more active in what it produces than many big official RPGs. However, I assure you, within what is possible for one individual with a job, I've touched to many things outside of that in the past four years, Burning Wheel and Vampire among them! I still have at least two dozen systems that I've read through but have yet to play.That's a VERY narrow survey. It may seem broad to you, but those terms are used mostly for a pretty narrow band of mechanics.
You're missing the following major categories of Mechanics:
- PBTA/AWE - the Apocalypse World Engine and the various games that, with a variety of fidelity to Vincent Baker's vision.
- The dicepool driven semi-trad - Orkworld, Burning Wheel, L5R 1e to 4e.
All three have leanings towards narrativism.- The symbolic dice games: FFG's WFRP 3e, FFG's Star Wars, FFG's L5R 5e
- The hybrid narrative/dicepool Storyteller system, most noted for Vampire, but I adapted it for Traveller, and WWG (Publishers of the original and second editions of the World of Darkness) also used it for the very fun Street Fighter: The Storytelling Game. They have a few concessions towards Narrativism, and their less than focused mechanics are part of the impetus for the Forge. They're still going. They incentivise certain
- The assorted YAPS (Yet Another Percentile System) -- Most of Chaosium's games; some older FFG RPGs, FASA Star Trek, Everything Palladium except Amber)
- Any of the dice-less point pushers: Warriors RPG, Marvel Universe
- Decision Trees: Theatrix, Amber, Some of CORPS.
- Roll for who decides: Just two games I've seen: Houses of the Blooded and Blood & Honor. Both by John Wick,
It's all good. There's been many good finds too! I don't regret. It's not that the spaces are not innovative at all, just that they're not as much as I though they'd be.I'm sorry, that's a harsh realization. Especially after putting lots of hard-earned (?) dollars into it.
It's my personal take on it, but I felt like the promise of the OSR was two folds: go back to a style of play which has some specific qualities over the more modern approach, use a common framework on which we can build and expand instead of reinventing the wheel constantly. What I seem to see in the several produces I've touched is exactly reinventing the wheel and very little creating new stuff on top of it. The same monsters come back in bestiary after bestiary, equipment lists that are almost identicals, slight variant on the same few rules; or sometimes the rules are exactly the same, but there's just a few different random tables sprinkled around.The question for the OP is, what kind of innovation are you looking for?
Yeah, I would check out WWN and its Atlas of the Latter World supplement, which I mentioned before. The character options innovate compared to other OSR games. It's also more Dying Earth so while it has some legacy ancestries and monsters for people who may want to use the game to run standard fare, it also has some weird and different creatures that tap into that more science-fantasy feel.It's my personal take on it, but I felt like the promise of the OSR was two folds: go back to a style of play which has some specific qualities over the more modern approach, use a common framework on which we can build and expand instead of reinventing the wheel constantly. What I seem to see in the several produces I've touched is exactly reinventing the wheel and very little creating new stuff on top of it. The same monsters come back in bestiary after bestiary, equipment lists that are almost identicals, slight variant on the same few rules; or sometimes the rules are exactly the same, but there's just a few different random tables sprinkled around.
If I go and spend 70$ on a big rulebook for a very different system from another publisher, I tend to find something quite different with at least a few interesting things to mull on.
I've lurked around Numenera for more than a year, but a few bad reviews from people around me are making me hold on for now. There's also so many supplements!Also, check out Numenera, though it's not OSR. It's a science-fantasy setting that likewise has a lot of weird and unique monsters outside of the norm. The Cypher System is a more of a toolkit system that uses the same resolution system and character creation, and so it builds up and out on its offerings. I have used it to run more of an OSR style dungeon-crawl, albeit set in a crashed space ship.
Numenera reads to me as a very cool setting full of rules I either don't want or of which I do not understand the purpose. Would love to hear from someone who can explain the game however.I've lurked around Numenera for more than a year, but a few bad reviews from people around me are making me hold on for now. There's also so many supplements!
I've only played a few sessions of it. What didn't you get; I might be able to help.Numenera reads to me as a very cool setting full of rules I either don't want or of which I do not understand the purpose. Would love to hear from someone who can explain the game however.
What's the purpose of the game? What experience are they trying to convey for the players and GM? It looks like a great setting for classic exploration/sandbox play, but the mechanics don't seem to support a lot of direct interaction with the cool stuff the setting offers; more like some kind of tourism.I've only played a few sessions of it. What didn't you get; I might be able to help.