Hello everyone!
I’ve had some issues with D&D 5E lately and would like to try something else. I’ve thought a bit about what I actually want from a new system and came up with this:
The RPG should
- be universal a.k.a. adaptable to different settings
- be able to include magic of some kind, preferably already offering that option by its default rules
- be balanced between different character archetypes/classes (if such exist)
- guarantee smooth and fast combat (specifically less complicated than D&D 5E)
- guarantee smooth play in general, no constant looking up rules
- encourage role-playing (not necessarily via rules, but IMO D&D 5E neglects RP by its rules being overly focused on combat)
- still offer as much customization options as possible
- be easy to modify if needed and easy to create homebrew content for (e.g. items, monsters)
- be suitable for one-shots as well as longer campaigns
- have an online tool or a clearly structured index to look up rules/other stuff
- already have some homebrew content available on the internet, as well as a platform to discuss rulings
Using the criteria above, I put together a list of potential candidates:
- Adventurers!
- AGE
- Apotheosis
- Cortex Prime
- Cypher
- Dungeonslayers
- Fate (Core, Accelerated and/or Condensed)
- Freeform Universal
- Fudge
- Genesys
- Hero System
- HeroQuest
- Ironsworn
- Low Fantasy Gaming
- Mini Six
- Old School Essentials
- PbtA (and/or more specifically Dungeon World)
- Prose Descriptive Qualities
- Risus
- Savage Worlds
- The Black Hack
- World of Dungeons
- Worlds Without Number
- Whitehack
However, I only read about each RPG briefly… and as you can see, the list is still very long. Do any of the systems named don’t fit what I’m actually looking for or meet the requirements listed above especially well? My goal is to bring the list down to 2-3 RPGs, ultimately choosing from them. Oh, and if you think there is another RPG that I haven’t named, but fits my needs better than all the others: Recommend away!
Many thanks for all your help!
EDIT: added suitability for longer campaigns as a desirable quality
So I’ve been transitioning to GURPS lately.
For smooth, simple gameplay you can run GURPS Lite. Or Ultra Lite, I don’t think it’s possible to get much simpler than Ultra Lite.
However, there is also a lot of content in the full system and supplements, so you can add the bits and pieces you like to the Lite framework. Want modifiers for targeting specific body areas? It’s in there. Want penalties from bleeding out? It’s in there. Want a robust magic system? There are several to choose from. Want to homebrew abilities, items, spells, pretty much anything, without breaking the game balance? All the tools are there.
Everything is customizable. It’s designed for any setting. Sure, there are a lot of rules, but even the publishers are very insistent that they’re all optional. It’s basically an encyclopedia of mechanics you can use to add as much crunch as you want to your game of make believe, whatever that looks like.
GURPS Lite is secretly the real core rulebook. The Basic Set is a supplemental toolbox. :P
I’m only half-joking, because if/when you get the hang of GURPS, building up from the Lite version is so much easier than starting with the Basic Set, cutting out the bits you don’t want, then maybe adding more from supplements/house rules. And it’s a much easier way to actually learn the dang game.
But once you do, it’s a really flexible system, with a dead simple core (roll 3d6 under some number), with a ton of options if and when you need or want them.
Yeah, I think if you’re comfortable with the
Wing it -> Oh this is actually coming up pretty often -> Add mechanic
process, then it’s basically the perfect system