Yeah, I'm not asking they be removed just that I don't like them.To be clear: I don't think that mishap tables are bad or BadWrongFun. They are not to my taste or liking.
Yeah, I'm not asking they be removed just that I don't like them.To be clear: I don't think that mishap tables are bad or BadWrongFun. They are not to my taste or liking.
Mishap tables in heroic fantasy - nope. But in Warhammer Fantasy - oh yeah!Yeah, I'm not asking they be removed just that I don't like them.
I can see the appeal, but they just don't for me. But I'm very glad that they are there for other people!!Mishap tables in heroic fantasy - nope. But in Warhammer Fantasy - oh yeah!
I don't think I've encountered a magic system that ultimately hit all my wishes, but I can say I prefer the following:I'm a big fan of D&D, but I've got to admit the magic system leaves me wanting. Even though I usually play spellcasters, I find the spells to be overall a little too regimented and boring.
I've played some FATE and a small smattering of PBtA games, and though the magic systems are different than D&D, they still haven't scratched that mysterious itch.
So what I'm curious about is magic systems in other games. How does magic work in the TTRPGs you've played? Which systems do you really like? Which haven't worked for you?
All this means is that, if I run Shadowdark, I'll just house rule out the Mishap tables. Problem solved for me without messing with other people's fun..
In Warhammer Fantasy, characters are neither Big nor Heroes, only DamnedI can see the appeal, but they just don't for me. But I'm very glad that they are there for other people!!
I think that it's because of my playstyle. My games typically have the PCs as Big Damn Heroes and Mishap Tables tend to work against that theme.
However, if I'm in a game that has them, I'll gladly play. It just won't be my favorite play experience.
All this means is that, if I run Shadowdark, I'll just house rule out the Mishap tables. Problem solved for me without messing with other people's fun..
I have several favourites, all from GURPS
- The basic spell-as-skills system has a lot going for it. It is simple and easy to play, and has a lot of spells that aren't just for combat. Indeed, wizards who use it can more readily be support casters than artillery mages.
- The Path/Book system from GURPS Thaumatology was originally created for running Voodoo settings, but also works very well for twentieth-century esotericism in the Golden Dawn tradition.
- The GURPS 3e version of the Mage: the Ascension magic system is more clearly written than the White Wolf version. It seems to me to play better, although the GM I've played it under for GURPS was definitely more skilful than the only GM I've had for While Wolf mage.
- Ritual Path Magic, from GURPS Monster Hunters is a very flexible system, which plays a bit like M:tA although the mechanics are different. It can be a bit overpowered in the hands of a quick-thinking player, but it is great fun.
In Warhammer Fantasy, characters are neither Big nor Heroes, only Damned![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.