innerdude
Legend
I'd been running Pathfinder following its release in 2008 for close to a year, but the cracks in the system were already showing when the characters hit level 8. Having to "Christmas tree" every enemy with armor and magic items just to keep the combats interesting. No "bounded accuracy" and stacking feats meant my level 8 monk player could get his character up to 35+ armor class without even breaking a sweat. The inquisitor class in the hands of a highly competent player . . . insanity.
So I started tooling around with other systems. Fantasy Craft. Legends of Anglerre (Fate 2.0). GURPS (as a player, not GM).
Then randomly came across a $10 copy of Savage Worlds Explorer's Edition at my LGS while in grad school. Didn't even play it for 18 months after I bought it, then tried it for a short, 2-3 session Firefly "fling."
Two years later, finally put a group together to try it for full-on fantasy campaign when Savage Worlds Deluxe came out. That campaign ran 14 months, and we've never looked back since.
Of course, now six years later I'm ready for a little more diversity. Already have Genesys and three sets of dice. Bought Night's Black Agents, and will almost certainly buy the new Gumshoe fantasy game that [MENTION=2]Piratecat[/MENTION] is publishing.
The problem I have with D&D/d20 now is that truthfully, system-wise it feels like a step backward---even for something as elegantly put together as Fantasy Craft. I've been doing skill-based systems for so long now, that going back to class/level based character design feels like a slap in the face. Plus, Savage Worlds gives me so much more of the right "feel" and emergent play that I'm looking for as a GM.
My current list of games I'd actively choose to GM looks something like this:
-Savage Worlds
-Genesys
-The One Ring
-Gumshoe / Night's Black Agents / Ashen Stars / Swords of the Serpentine
----Six feet of dirt---
D6 Fantasy
Star Wars D6
Something PbtA (Dungeon World or Masks)
Novus
Fantasy Craft
Fantasy AGE / Dragon Age
Burning Wheel (though this is a pipe dream, my players would never go for it)
----Another six feet of dirt----
GURPS
HERO
Runequest
---30 feet of crap---
Any d20 system not named Fantasy Craft (D&D, Pathfinder, 13th Age, Numenara, Demon Lord, etc.)
So I started tooling around with other systems. Fantasy Craft. Legends of Anglerre (Fate 2.0). GURPS (as a player, not GM).
Then randomly came across a $10 copy of Savage Worlds Explorer's Edition at my LGS while in grad school. Didn't even play it for 18 months after I bought it, then tried it for a short, 2-3 session Firefly "fling."
Two years later, finally put a group together to try it for full-on fantasy campaign when Savage Worlds Deluxe came out. That campaign ran 14 months, and we've never looked back since.
Of course, now six years later I'm ready for a little more diversity. Already have Genesys and three sets of dice. Bought Night's Black Agents, and will almost certainly buy the new Gumshoe fantasy game that [MENTION=2]Piratecat[/MENTION] is publishing.
The problem I have with D&D/d20 now is that truthfully, system-wise it feels like a step backward---even for something as elegantly put together as Fantasy Craft. I've been doing skill-based systems for so long now, that going back to class/level based character design feels like a slap in the face. Plus, Savage Worlds gives me so much more of the right "feel" and emergent play that I'm looking for as a GM.
My current list of games I'd actively choose to GM looks something like this:
-Savage Worlds
-Genesys
-The One Ring
-Gumshoe / Night's Black Agents / Ashen Stars / Swords of the Serpentine
----Six feet of dirt---
D6 Fantasy
Star Wars D6
Something PbtA (Dungeon World or Masks)
Novus
Fantasy Craft
Fantasy AGE / Dragon Age
Burning Wheel (though this is a pipe dream, my players would never go for it)
----Another six feet of dirt----
GURPS
HERO
Runequest
---30 feet of crap---
Any d20 system not named Fantasy Craft (D&D, Pathfinder, 13th Age, Numenara, Demon Lord, etc.)