Scratching Fantasy Itch besides D&D

Syndron

First Post
I was wondering when not playing a version of D&D (or for that matter any D20 based game), what systems do you prefer to scratch your fantasy itch.

Please explain why for your response. I'm trying to look into more potential fantasy rpg's that I might be interested in.

Thanks
 

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I'm looking forward to getting either an Anima, Artesia, Earthdawn, or Secret of Zi'ran game going. Or I might run BESM 1E. There are a lot of ways to scratch the fantasy itch.
 

I've always enjoyed GURPS for fantasy. I like the point based character creation, gritty combat and DIY approach to creature creation. I love tinkering with monster and NPC builds.
 


I've always enjoyed GURPS for fantasy. I like the point based character creation, gritty combat and DIY approach to creature creation. I love tinkering with monster and NPC builds.

GURPS probably makes for a good study in contrasts with D&D since the two have so vastly different design goals. D&D (especially 4E) strives to emulate one particular style of play, with a lot of setting assumptions, and do it as well as possible.

GURPS, on the other hand, says:

"OK, we start out with a blank slate - a world following real life physics, with people having the capabilities of real-life people. Then we start throwing additional stuff in."

GURPS starts with a fairly close approximation of real life, distilled for gaming purposes so that it isn't overly complicated (well, that can be argued - but if you start with GURPS Lite, which is freely downloadable, you get the basic rules, including character creation, in only 32 pages - a good starting point). Tactics and strategies which work in real life are rewarded. In medieval settings, wearing armor is a life saver, and surrounding your foe is very effective. In modern-day settings, moving quickly and using cover are vital for surviving a firefight. And so on.

Then you start throwing other elements in. Whether magic or ultra-tech, whatever you choose to add to the setting will be able to interact with "mundane" technology and abilities, and you will be able to work out its implications in fights with few problems. And the range of possible additions is vast. If you can think of a specific source and feel of a certain set of supernatural powers, you can probably stat it up without too many problems. Necromantic powers which allows you to create numerous undead servants? No problem. Summoning elemental effects which leaves you fatigued? Easy. Using the power of nature to shapeshift in animal and plant forms - or just part of your body? Hardly any work to stat. Psionic powers of telepathy or telekinesis? All there in the book. And so forth...

What may be difficult for beginning GURPS GMs to adjudicate is the concept of "game balance". It's inherent in D&D 4E, but GURPS character creation is a lot more freeform. It's exceedingly simple to create one character who is a total combat monster, and another who is useless in a fight but utterly charming in any social environment. Talk about these issues with your players, and make sure that everyone has their time in the spotlight.
 

the Warhammer FRPG and Earthdawn - both are very evocative and have a particular feel to them, WFRPG being fairly gritty and "messy" as one person put it (My personal favorite descriptor is "Wretched Fantasy.") - and with Earthdawn the system itself reflects the feel of the world, creating a coherant fabric. Both are pretty setting specific though. Which is, IMHO, one of the big bonuses of d20/D&D to me - setting neutral. YMMV of course.
ETA Stormbringer (ideally 1st) - or really any BRP derived fantasy, which brings me to Runequest (ideally 2nd, though third will do).
 
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I was wondering when not playing a version of D&D (or for that matter any D20 based game), what systems do you prefer to scratch your fantasy itch.
Theoretically (as I probably won't bother to deviate from D&D [+ variants]/d20/OGL [increasingly, this means Mutants & Masterminds 2nd edition] any time soon - with one exception* - if ever again) there are a few games I might choose to look into, and give a bit of a whirl:

HARP (for that ol' Rolemaster style , but - so I'm told - more smooth-like)
Rolemaster (The Beast itself, and hells, why not I suppose)
Warhammer Fantasy Roleplaying 2e (again for that ol' style, and as above again)
Dragon Warriors (a blast from the past, being reprinted and reorganised soon)
*In a Wicked Age (something *totally* different, and by Crom, it works!)
'nWoD Dark Ages' (as far as I know this one's technically, well. . . nonexistent, but I would still be intrigued by the potential herein)
Exalted 2e (to see what all the fuss and hoo-ha is about, after all this time ;) )
Earthdawn (for old times' sake - good times, I might add)


Um, that's all I'm coming up with, off the top of my head. I'm sure there are some other tasties around that could tempt me, if the stars were aligned, just so.
 

It’s time, once more, for me to pitch for my favourite system and the related game-world.

HârnMaster and HârnWorld.
I’ve been playing on Hârn for 15-20 years now and I’m still only scratching the surface. The rules (especially character generation) can be a bit tricky until you get used to them. Combat is lethal, no hit points, simply graphic injuries which reduce skill levels. Armour encumbers and protects, reducing skill level as well as reducing damage. The remainder of the skill system is very easy.
The world is magic-rare (as opposed to magic-poor) there are some very powerful spells and spell-casters, but no magic shops, no potent potions and a lot of politics. Check out Lýthia.com for free background material, I’d recommend Jedes, Asolade Hundred, and A Shower of Silver as a free try out of both the world and the system (all fan produced material). Additional recommendations, Potters Guild (simply to see how dedicated the fans fill in details of the most minor parts of the world. Also, a must buy is the new interactive Hârn map from kelestia.com | The official online home of Hârn and HârnMaster
 


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