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What fantasy system and setting should I try?
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<blockquote data-quote="GMMichael" data-source="post: 8443610" data-attributes="member: 6685730"><p>I know what I like?</p><p></p><p>I made a pact with a certain devil that requires me to recommend Modos 2 here. Because...</p><p></p><p>1. PCs can be powerful casters, but getting there requires <em>player</em> skill, which might make PC casters rare.</p><p>2. Low crunch: the rules cheat-sheet is just one page.</p><p>3. The major difference between low-level and high-level characters is about 8 skill points.</p><p>4. The exposition story includes most of your no-nos, yet each part taken separately is pretty mundane.</p><p>5. Setting is on the GM. I'm adapting mine to Final Fantasy IV, currently.</p><p>6. Suspense occurs with the book's encouragement of letting players narrate (what will they come up with?) and the GM's final ruling (will the players get away with it?). Fear can take a number of house-ruled forms, but the easiest is inflicting Mental or Metaphysical damage as Fear Points.</p><p></p><ul> <li data-xf-list-type="ul">Viking games rule! I have a copy of Raiders of the Serpent Sea (player's guide) just begging to be used as a campaign companion.</li> <li data-xf-list-type="ul">Modos RPG uses a die roll that determines which side gets the better outcome - not whether you succeed or fail. Outcomes can be cut-and-dried, or there can be player-GM collaboration on what the roll means.</li> <li data-xf-list-type="ul">Only one place to find "Dungeon World mechanics" as far as I know. That's Dungeon World.</li> <li data-xf-list-type="ul">Making a dungeon crawl feasible in Modos RPG is very much on the GM, because the game doesn't hand out healing, and makes getting outnumbered bad news. The easy access to dials (rules modules) means you can turn up healing rates, restrict the flow of combatants, and do what you must to make your dungeon crawl "straightforward."</li> </ul></blockquote><p></p>
[QUOTE="GMMichael, post: 8443610, member: 6685730"] I know what I like? I made a pact with a certain devil that requires me to recommend Modos 2 here. Because... 1. PCs can be powerful casters, but getting there requires [I]player[/I] skill, which might make PC casters rare. 2. Low crunch: the rules cheat-sheet is just one page. 3. The major difference between low-level and high-level characters is about 8 skill points. 4. The exposition story includes most of your no-nos, yet each part taken separately is pretty mundane. 5. Setting is on the GM. I'm adapting mine to Final Fantasy IV, currently. 6. Suspense occurs with the book's encouragement of letting players narrate (what will they come up with?) and the GM's final ruling (will the players get away with it?). Fear can take a number of house-ruled forms, but the easiest is inflicting Mental or Metaphysical damage as Fear Points. [LIST] [*]Viking games rule! I have a copy of Raiders of the Serpent Sea (player's guide) just begging to be used as a campaign companion. [*]Modos RPG uses a die roll that determines which side gets the better outcome - not whether you succeed or fail. Outcomes can be cut-and-dried, or there can be player-GM collaboration on what the roll means. [*]Only one place to find "Dungeon World mechanics" as far as I know. That's Dungeon World. [*]Making a dungeon crawl feasible in Modos RPG is very much on the GM, because the game doesn't hand out healing, and makes getting outnumbered bad news. The easy access to dials (rules modules) means you can turn up healing rates, restrict the flow of combatants, and do what you must to make your dungeon crawl "straightforward." [/LIST] [/QUOTE]
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