Simple Systems for a Starter Storyteller?

I'd have a look at Dungeon Squad!...the rules are about 3 pages and it invites extensive modification, not half because it's so easy to modify. It also takes the emphasis off the rules because they're so simple.

Dungeon Squad - 1KM1KT

Probably a bit clunky in terms of balance and not much good for a campaign, though (not much in the way of character advancement, which is a hook for players).
 

log in or register to remove this ad

I have a tremendous love for RISUS as a fast, run RPG. And hey, free is always nice.

What do you want the feel of your game to be? Are you thinking action-y, difficult moral decisions, or something else? Different rules sets will obviously respond differently.

I usually use RISUS for games with clearly-defined PCs, Feng Shui for high-action games, Dread for horror, Savage Worlds for games with a pulp feel, and Mutants & Masterminds for games with cool freeform magical effects.
 

Hmm.. AHA!!!


True20. It's a nice system with only 3 classes - basically warrior, skills, mage. The system does not go in depth on strategy, but is quite quick and fast. Abilities to do with magic are not particularly culture specific - you could have a mage with the "Summoning" talents for a demon/ghost summoner or a demon binder just as easily as say, a fireball throwing mage. Expect combats to be short and brutal, as with lethal weapons it can very quickly work out that someone gets incapacitated and then they get dead in a short period of time.

Its worth a look if you can pick it up on the cheap. The expansions really make it a fine game. I've run epic fantasy (Planescape), Western and sci fi with it equally easily. An eastern orientation wouldn't stretch the system at all.


If you want a more focused personal combat system, Riddle of Steel can't be beat. It doesn't have the Katana stuff in the original book, and it also is no longer published as far as I am aware, but were I wanting to do a duelling sword schools style game I would run Riddle of Steel. Avoid the magic in the book like the plague.


If you want a more 'feuding kingdoms' feel, I think Game of Thrones may assist you. No magic in that either, and you'd need to re-name weapons and things (Hey, a Katana is not a lot different to a sword with an extended hilt after all) but it has land, power, politics, fighting sort of stuff.



Overall I'd suggest a look at True 20. It's not particularly complex, is very granular (Stuff can be added/changed quite easily, the system is basically meant to be that way.)
 

Anytime someone says fast and flexible (in relation to RPGs), I say Savage Worlds. Excellent system, infinite flexibility, designed for gamers that will do a lot of tinkering and home brewing anyway.
 

"Blood & Honor"

[ame="http://www.youtube.com/watch?v=KxL1IDs64ks"]YouTube - Blood & Honor Limited Edition![/ame]


Its system is rules-light, narrativist and flexible. One thing it has different from most systems is that, when you win a contest, you get to narrate what happens - you can narrate what and how it happens, and you can even add new elements to the scene.

Its setting is a well researched, but loose and simplified, sengoku nippon (the author is explicit about focusing on the feel of feudal japan, instead of historical minutia). And it even has the Onmyoji as one of the possible "Giri" (duty/ocupations):

ONMYŌJI (SPIRITUAL ADVISOR)
You are the Daimyo’s spiritual advisor. You do not have the
martial skills of a yojimbo or the tactical and strategic mind
of the hatamoto, but you do have a unique understanding of the
cosmic powers that guide the world along its path.
Ability: At the beginning of each game session, you may
make a prediction about a risk that may happen during the
game session (based on the astrological charts and other
omens and signs). You may be as vague or specifi c as you like.
If your prediction occurs, any samurai who participate in that
risk gain a number of dice equal to your Giri Rank.

Benefit: You may give your Daimyo’s Officers a number of
Blessings each Season equal to your Giri Rank. See Magic &
Religion for more information.
 
Last edited:


Regardless of what system you choose I would pick up GURPS Japan and possibly GURPS Martial Arts.

GURPS would be great. It has a good historical Japan soucebook, Martial Arts, plus several very customizable options for magic. I'm thinking Path magic from Thaumatology would be a good way to god. It plays fast, too. Downside: probably a little more prep time in defining unique spellcasters and writing up character templates, but this would probably be similar to brewing your own anyway.
 

Remove ads

Top