What System(s) Should I Suggest?

Retreater

Legend
My weekly group is planning to take a break from our Pathfinder 2E campaign that's been going on for over a year. (This is not the same group that I have consistently failed to run a satisfying game with.) There's a possibility that I could GM something.

I'm trying to think of a system that would work for us.

1) They have really liked Pathfinder 2E so far. I'm a little burnt on it, but if I were GMing it, I would prefer to GM than play.
2) They think very crunchy with rules and not so much narrative.
3) We use Foundry. The system should work well with Foundry. If it has official modules, even better.

Any ideas?
 

log in or register to remove this ad



My weekly group is planning to take a break from our Pathfinder 2E campaign that's been going on for over a year. (This is not the same group that I have consistently failed to run a satisfying game with.) There's a possibility that I could GM something.

I'm trying to think of a system that would work for us.

1) They have really liked Pathfinder 2E so far. I'm a little burnt on it, but if I were GMing it, I would prefer to GM than play.
2) They think very crunchy with rules and not so much narrative.
3) We use Foundry. The system should work well with Foundry. If it has official modules, even better.

Any ideas?

I don't remember how you feel about Savage Worlds, but it comes to mind. Do you want fantasy or something else?
 

If they’re stuck on tactical yet you’re burned out on PF2E that reads like an impass.

Any other tactical system isn’t going to reset burnout.

If you can sway them to a hybrid Daggerheart is both tactical and narrative but still if they play it like they’re still in the same style as before your burnout won’t reset.

In moments like that I take a break. Even seek new players..

In the 90s I had a group that was open to any style so we played multiple games on different nights and burnout was never an issue. Most of the group were GMs which also helped. A fee who weren’t tried and then became GMs.

Since then I’ve learned I need to drop groups that fixate on just one flavor too much.
 


Depends on whether its the tactical element or other parts that have you burned out.
Yeah, this. If it's the tactical stuff that's the issue, playing a different tactical heavy game won't help. It will just be all the same tactical stuff with a different coat of paint. In which case, just take a break from GMing all together. Or try to get the players on board with some non-tactical games.
 

Yeah, this. If it's the tactical stuff that's the issue, playing a different tactical heavy game won't help. It will just be all the same tactical stuff with a different coat of paint. In which case, just take a break from GMing all together. Or try to get the players on board with some non-tactical games.
Well, it's been over a year weekly with the same campaign, same characters, etc. I think we're just wanting something a bit different.

I don't remember how you feel about Savage Worlds, but it comes to mind. Do you want fantasy or something else?
With other groups, it was a little hard to explain. But this is a different group, and a lot of the computations would be handled online. So possibly...
 

Well, it's been over a year weekly with the same campaign, same characters, etc. I think we're just wanting something a bit different.

That's what I wondered.

With other groups, it was a little hard to explain. But this is a different group, and a lot of the computations would be handled online. So possibly...

Huh. Odd. Only thing I've ever had trouble explaining to people about SW is the slightly odd way skills and attributes interrelate, and in the case of people unused to it conceptually, the open ended dice.
 

Huh. Odd. Only thing I've ever had trouble explaining to people about SW is the slightly odd way skills and attributes interrelate, and in the case of people unused to it conceptually, the open ended dice.
It may be atypical, but my group struggled with...
1) Differing Target Numbers depending on the Parry value of enemies.
2) AP, Armor, Toughness, and conversion to Wounds.
3) Tracking Wound penalties.
4) Spending Advances to "level up"
5) Multiple action penalties
 

Remove ads

Top