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Which rules-light RPG system would you recommend?
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<blockquote data-quote="Glyfair" data-source="post: 2851853" data-attributes="member: 53"><p>Personally, I'd go with Heroquest. While the game is set in Glorantha, it's pretty easily adaptable to other settings.</p><p></p><p>It's biggest weakness is that it's not really for the tactical player. The game mechanic is very cinematic in design, measuring the ebbs and flows of a contest. </p><p></p><p>It's biggest advantage is that you can be quite creative with using the system. Any two skills can be used in a contest, with inappropriate ones getting a disadvantage (often a large disadvantage). If you want to use your boating skill because you are fighting with an oar, you have a chance. If you want to use you "Outwit large stupid creature" skill against the creatures "Smash foe" ability, you can do so.</p><p></p><p>In fact, that leads to its second strength. Skills and abilities are very flexible. Except for your raw combat skills, there really aren't any fixed skills. In the main character generation system (out of 3 options), you write a 100 page description of your character wand what they can do. If you write that you have "travelled widely," then the GM can write down that you have the skill "travelled widely" and you can use that skill where appropriate.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2851853, member: 53"] Personally, I'd go with Heroquest. While the game is set in Glorantha, it's pretty easily adaptable to other settings. It's biggest weakness is that it's not really for the tactical player. The game mechanic is very cinematic in design, measuring the ebbs and flows of a contest. It's biggest advantage is that you can be quite creative with using the system. Any two skills can be used in a contest, with inappropriate ones getting a disadvantage (often a large disadvantage). If you want to use your boating skill because you are fighting with an oar, you have a chance. If you want to use you "Outwit large stupid creature" skill against the creatures "Smash foe" ability, you can do so. In fact, that leads to its second strength. Skills and abilities are very flexible. Except for your raw combat skills, there really aren't any fixed skills. In the main character generation system (out of 3 options), you write a 100 page description of your character wand what they can do. If you write that you have "travelled widely," then the GM can write down that you have the skill "travelled widely" and you can use that skill where appropriate. [/QUOTE]
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Which rules-light RPG system would you recommend?
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