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<blockquote data-quote="schneeland" data-source="post: 9111559" data-attributes="member: 6900337"><p>Ok, thanks for clarifying! I personally find Savage Worlds to be about as crunchy as 5e (only that the crunch is more equally distributed across the game), so I thought it might still be ok. </p><p>If you want to go lighter, things do become a little difficult, at least if you want to stay in the trad game space (Year Zero/Forbidden Lands is lighter, but also more deadly; 2d20, at least to me, is more crunchy and the rules are not that easy to parse; Warhammer Fantasy, at least in its current iteration is also rather crunchy; and OSR/NSR games are out because of a lack of mechanical options and often rather high lethality; and I assume something like The One Ring is out because of the tighter thematic focus). </p><p></p><p>If you are willing look at more non-traditional experiences:</p><ul> <li data-xf-list-type="ul">Dungeon World, as an example of a PbtA game, is pretty light and its playbooks are easy to grasp, and characters have a number of interesting options through those playbooks; it's also close to D&D in many ways (which is both a blessing and a curse, since the game will only really shine if you are willing to let go of running it exactly like D&D)</li> <li data-xf-list-type="ul">FATE gives you a lot of flexibility in how you design your characters and it's mechanically not that complicated - it does require you to think differently about the game and people need to be comfortable with taking more of an author stance and thinking about how to frame scenes.</li> <li data-xf-list-type="ul">Freeform Universal, the system behind Neon-City Overdrive, also gives you a lot of flexibility in how to design your characters without devolving into heavy crunch, but here you would have to build your own fantasy system (at least I'm not aware of an existing one)</li> </ul><p>The one thing that be fit is the Cypher system. I'm personally not the biggest fan of some design decisions and generally the way Monte Cook Games does "weird" doesn't really resonate with me, but IMO it's lighter than D&D.</p><p></p><p>Also, if you are willing to wait a bit, Robert Schwalb is currently running a Kickstarter for Shadow of the Weird Wizard, a version of his Shadow of the Demon Lord system that is more in line with generic D&D fantasy. That is, if the main reason to not consider SotDL a good option is its setting. If you would also rank it too crunchy, then I'd really suggest looking at something like Dungeon World.</p></blockquote><p></p>
[QUOTE="schneeland, post: 9111559, member: 6900337"] Ok, thanks for clarifying! I personally find Savage Worlds to be about as crunchy as 5e (only that the crunch is more equally distributed across the game), so I thought it might still be ok. If you want to go lighter, things do become a little difficult, at least if you want to stay in the trad game space (Year Zero/Forbidden Lands is lighter, but also more deadly; 2d20, at least to me, is more crunchy and the rules are not that easy to parse; Warhammer Fantasy, at least in its current iteration is also rather crunchy; and OSR/NSR games are out because of a lack of mechanical options and often rather high lethality; and I assume something like The One Ring is out because of the tighter thematic focus). If you are willing look at more non-traditional experiences: [LIST] [*]Dungeon World, as an example of a PbtA game, is pretty light and its playbooks are easy to grasp, and characters have a number of interesting options through those playbooks; it's also close to D&D in many ways (which is both a blessing and a curse, since the game will only really shine if you are willing to let go of running it exactly like D&D) [*]FATE gives you a lot of flexibility in how you design your characters and it's mechanically not that complicated - it does require you to think differently about the game and people need to be comfortable with taking more of an author stance and thinking about how to frame scenes. [*]Freeform Universal, the system behind Neon-City Overdrive, also gives you a lot of flexibility in how to design your characters without devolving into heavy crunch, but here you would have to build your own fantasy system (at least I'm not aware of an existing one) [/LIST] The one thing that be fit is the Cypher system. I'm personally not the biggest fan of some design decisions and generally the way Monte Cook Games does "weird" doesn't really resonate with me, but IMO it's lighter than D&D. Also, if you are willing to wait a bit, Robert Schwalb is currently running a Kickstarter for Shadow of the Weird Wizard, a version of his Shadow of the Demon Lord system that is more in line with generic D&D fantasy. That is, if the main reason to not consider SotDL a good option is its setting. If you would also rank it too crunchy, then I'd really suggest looking at something like Dungeon World. [/QUOTE]
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