What rpg system would you use for a 60+ session fantasy campaign?

I had been talking about this with a bunch of friends lately. I have decided I will never play D&D ever again. And nothing like it either, so no Daggerheart, no Shadowdark, no Pathfinder, no Draw Steel. I am tired of elves and dwarves and generic fantasy.

I could play Conan, since its at least got a historical feeling. (I would play the far best version, the 2d20 version). Aside from that.... I am just not sure fantasy is a genre that is intriguing enough to play anymore.

Partly due to systems being bad at making combat fun. Partly due to settings being a variant on each other, with little extra to offer (and largely able to be mashed into each other because none of their lore actually matters or has intriguing boundaries).

Does Numenera count as fantasy? I could play that for way more than 60 games...
 
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1. The campaign you'll be running will be at least 60 sessions long, more if you wish.
2. It's a fantasy campaign but the subgenre is whatever you want it to be. Heroic, grim-dark, military, whatever.
3. Can be any rpg system since the beginning of the hobby, out of print or currently published and you and your players have access to the materials.
4. Putting aside character death and character retirement in the course of playing, the intention is to run with the same characters for the entire campaign.
5. You have adequate time to read rules and prepare. Miraculous, i know... but for this hypothetical, you don't need to worry about that. You have the time.
6. Also don't worry about getting players - let's say you have them and they want to play and will learn the game if they don't already know it.
7. Let's say there's good online VTT support for whatever system you choose. I know, not realistic, but it's not a factor you need to consider if you would run this online.
1. Hmm. I'm preparing for a semi-monthly campaign. If it hits 60 sessions, that's, what, two and a half years? Is the idea that too much play exhausts a game's options, so players might get bored without a cool, new thing to which to level up? My cleric never did learn Miracle . . .
2. Now we're talking. Grimdark, FTW!
3. That's a lot. I'll have to do some filtering.
4. Well, I guess a Song of Ice and Fire is out. Unless you worship R'hllor.
5. I wouldn't run a game without knowing the rules. PCs can show up with limited knowledge. GMs shouldn't.
6. This is more miraculous than #5.
7. This point strikes me as being at odds with #6. Every VTT provides for die rolls, maps, and character tokens. It's processing the rules and presenting clickable options that constitutes "support." But you don't need that support if your players know/learn the game.

Thanks in advance!
My pleasure! I think I have a game in mind . . .

I came into the hobby via AD&D 2E, and so that nostalgia is always there for me. Not sure if I'd want to go back and play, though, as my grown adult brain can only handle the rules-light stuff these days.
Sounds familiar. I have to wonder if it was so interesting because it was the first and only RPG I had read. After reading about several other games, the exceptions and table-referencing seem a bit tedious. I could play in a chunky-rules game as long as the GM held my hand along the way. But I'd much rather get into the cinematic aspect of my scene or battle than what rules-hoops I have to jump through.

I'll use Modos RPG for my semi-monthly, and see if it goes to 60 sessions. There's not an issue with game content because it encourages creating new material and makes it easy. There's no "your character dies" rule. And Roll20 surprisingly feels like it was designed for the game, although 1) spells are not drag-and-drop-and-click, and 2) I'll be playing in person since actual dice and people are better than screens and microphones.
 


How to make combat fun is an interesting topic, might be worth a thread of it’s own.
Indeed! I also think "how to make a setting and choice of characters matter" = beyond stats, skills and tasks. like... actually have some purpose in the world.

I am really averse to the use of the word "Adventurer" . Prinny dooooood, even Lewis and Clark had more purpose than 'adventure'.
 

Small digression - did you play the earlier additions? If so, how do you feel RMU improves them?

I played a little MERP when I was a young lad. Don't remember much. Read some books before, but never played. I don't really have comparisons. I have run GURPS 4e for many years, as well as HERO 6e. I hardly consider RMU to be anywhere near that crunch. Frankly, the hardest math is in the rolling. Looking things up in tables seems pretty easy to me.

I played in an early playtest of RMU, but I only had access to a printout in a binder, so I didn't really "digest" it at the time. Having the hardback to read has helped.

I do hang out on Discord a bit and listen in to the grognards' debate. I think there is a LOT of nostalgia that impacts RM players' perception of the game. There are STRONG opinions on what version they love or hate. I think RMU is slick, and it appeals to my inner child. :-) I don't really have any comparisons to past editions. I feel like the current version holds up pretty well in the modern space. More people should look at it sans the perceptions of the past. It's not that difficult, nor is it clunky. Some elegant ideas within.
 

That’s cool, and thanks for replying @TreChriron.

I have many fond memories of RM, it was the system we used for one of the best and longest running campaigns I ever played in. I am curious about the new version, however I have two pretty full sets (2e and Standard System) which stops me from jumping in with the new one. I might go looking for some in depth reviews. A consolidated core might be worth picking up.
 

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