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what's the new innovative RPG that's going to change everything?
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<blockquote data-quote="Brodie" data-source="post: 7040282" data-attributes="member: 6776288"><p>I was into Fate Core pretty hard for a while; at the point I'd (re)discovered it, I was just craving a way to do actual storytelling whenever I had to run for my group. To say that Fate Core is flexible is an understatement. About the only down side is that when you want a really gritty fight (as in 'crunch' factor), Fate Core won't do. More than anything, Fate Core is about the characters and their stories so really the only way a pc can die is if the player makes that choice. (Don't get me wrong; I still love the game and I'm currently working on a setting of my own for it.)</p><p></p><p>Right now I believe that the best game out there right and most 'game-changing' is Shadow of the Demon Lord by Robert Schwalb. It allows for storytelling by being a little light on the rules, but when it comes to crunch... Well, you'll feel the crunch. Especially if you don't think in combat. It took me about half an hour to get my friends to wrap their heads around the 'Retreat' action (move half your speed without triggering an attack from an opponent) because it was, well, too simple. See, in combat there's Fast Turns and Slow Turns. On Fast Turns you can on do one thing, be it move, attack, cast a spell, etc. On Slow Turns, you get one action (see last sentence), but you also get a move action. Player characters always go first, then npcs. I'm getting a little ahead of myself, though.</p><p></p><p>Races are called Ancestries and the class system is divided into Paths (Novice, Expert, Master). With the numerous Paths and Ancestries in just the core book, no two players are likely to have the exact same character. You can build an optimized character by choosing complimentary Paths, or you can build a quirky character that, say, is a Clockwork that starts as a magician, becomes a ranger at expert, then finally takes bard as their master path. And those are options from the core book. There's numerous other PDF supplements that add more ancestries, expert paths, master paths, and even magic traditions.</p><p></p><p>Not including the spell cards, there's roughly 80 total PDFs available on Drivethrurpg. Most of them are adventures, but supplements include an alternate Mad Max-esque setting complete with cars and a campaign book designed to get characters from level zero to level 10. If they don't die. This game is more lethal than L5R.</p><p></p><p>If you're familiar with D&D you won't have too much trouble learning the rules. Schwalb was even one of the lead designers on D&D 5E. He also just launched a Kickstarter today for a Freeport supplement for Shadow of the Demon Lord that funded within an hour. I can't recommend his stuff more. Hell, I kinda wish I could get paid to promote the game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Brodie, post: 7040282, member: 6776288"] I was into Fate Core pretty hard for a while; at the point I'd (re)discovered it, I was just craving a way to do actual storytelling whenever I had to run for my group. To say that Fate Core is flexible is an understatement. About the only down side is that when you want a really gritty fight (as in 'crunch' factor), Fate Core won't do. More than anything, Fate Core is about the characters and their stories so really the only way a pc can die is if the player makes that choice. (Don't get me wrong; I still love the game and I'm currently working on a setting of my own for it.) Right now I believe that the best game out there right and most 'game-changing' is Shadow of the Demon Lord by Robert Schwalb. It allows for storytelling by being a little light on the rules, but when it comes to crunch... Well, you'll feel the crunch. Especially if you don't think in combat. It took me about half an hour to get my friends to wrap their heads around the 'Retreat' action (move half your speed without triggering an attack from an opponent) because it was, well, too simple. See, in combat there's Fast Turns and Slow Turns. On Fast Turns you can on do one thing, be it move, attack, cast a spell, etc. On Slow Turns, you get one action (see last sentence), but you also get a move action. Player characters always go first, then npcs. I'm getting a little ahead of myself, though. Races are called Ancestries and the class system is divided into Paths (Novice, Expert, Master). With the numerous Paths and Ancestries in just the core book, no two players are likely to have the exact same character. You can build an optimized character by choosing complimentary Paths, or you can build a quirky character that, say, is a Clockwork that starts as a magician, becomes a ranger at expert, then finally takes bard as their master path. And those are options from the core book. There's numerous other PDF supplements that add more ancestries, expert paths, master paths, and even magic traditions. Not including the spell cards, there's roughly 80 total PDFs available on Drivethrurpg. Most of them are adventures, but supplements include an alternate Mad Max-esque setting complete with cars and a campaign book designed to get characters from level zero to level 10. If they don't die. This game is more lethal than L5R. If you're familiar with D&D you won't have too much trouble learning the rules. Schwalb was even one of the lead designers on D&D 5E. He also just launched a Kickstarter today for a Freeport supplement for Shadow of the Demon Lord that funded within an hour. I can't recommend his stuff more. Hell, I kinda wish I could get paid to promote the game. ;) [/QUOTE]
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