• Breakyfix@lemmy.blahaj.zone
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    1 year ago

    My boyfriend’s unreleased homebrew systems are my favourite!!

    But past that, I have to say Pathfinder 2e. Everything’s so clean and well put together! Not that it doesn’t have its problems, but they run a tight ship over at Paizo and the community is incredibly wholesome. Hype for 2.5e!!

    EDIT: Just want to add on how glad I am that more people are trying things that aren’t D&D these days… I’ve come to have some real issues with 5e over the years. So many of its core concepts feel flawed to me after trying other games!

  • Mummelpuffin@beehaw.orgM
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    1 year ago

    For me, it’s Mythras, and it’s Mythras because I can steal ideas from literally everything else as needed. It’s easy to say “this game does everything I need” but in the case of Mythras, I see it as the sanest “base system” around, and it’s structured in a way that actually lets me incorporate mechanics I like from elsewhere without any problems.

    Mythras was originally RuneQuest 6e, but after the authors lost the right to use the RuneQuest name, they transformed it into a thoroughly generic game. It’s really a toolset for making RPGs, like GURPS, but it provides way more sane defaults, is way less confusing (IMO) and doesn’t do GURPS’s “be universal by making a few hundred different sourcebooks” thing.

    So at this point it’s basically a fork of BRP (RuneQuest, Call of Cthulhu, etc.), and personally I think it’s a direct improvement over it.

    I like that Mythras is heavily focused on everything making narrative sense. Something happens because it happens in-universe, no characters getting new magical abilities or “feats” that other people somehow can’t do without them actually learning how to do those things in the story you’re telling. But it manages to do that while still feeling like a traditional stat-y, game-y RPG, rather than an improvisational storytelling tool like a lot of other modern games.

    I think BRP style skill resolution is good because it’s boring. How good are you at Athletics? You’ve got 30 points in it, that’s a 30% chance of success, straight-up. It’s extremely clear. As a GM, I think it makes deciding the difficulty of checks (you’re really modifying how many points the players have in that skill) very easy compared to other systems. d% for the win.

    I think Mythras’ combat system is the best in the industry, if you’re looking for a game that avoids abstraction. I know exactly what a fight in Mythras looks like without having to ask players to “describe how they swing their sword” or whatever because it’s mechanically telling you that already. There’s no need to argue over what HP actually is or what really happens when a character misses. Mythras manages to do that without getting painfully slow, actually it feels faster than D&D combat, because most combat ends quickly. A defender can take advantage of an attacker’s mistakes, getting stabbed is about as bad as you’d expect getting stabbed to be, and you can end up in states where someone should surrender after a single round or two. You’re given tons of options in melee combat other than “I swing my sword” but they’re gated by successful rolls, your equipment and the situation in a way that stops choice paralysis from happening too often. Your setting involves guns? Mythras Firearms has you covered and those are some of the best rules for modern combat I’ve seen, too.

    Mythras is crunchy, but it’s not meandering like D&D is. I don’t feel like there’s always another weird rule exception that people could end up arguing over on a YouTube video. You learn how to play the game and that’s sort of just it! Mechanics all work similarly enough that I find them much easier to remember.

    Mythras has rules for everything that matters. Wish you had more structure for social encounters rather than everything other than combat being delegated to a single skill check? The Mythras Companion has you covered (if the core book didn’t already). Want your players to be part of a guild, religious organization, something that they’ll advance through, rely upon and be answerable to? Mythras has a huge chapter Cults, Guilds and Organizations that provides more narrative (but still structured) ways to do something like a class system.

    Speaking of, Mythras is classless, being BRP-based. As presented in the core rulebook your character is defined mainly by their culture and their profession, which I love. Characters actually come across as real people with significant lives outside of “adventuring” or whatever. It’s a wonderful tool for introducing players to the world you’re dropping them into. Being “good at fighting” isn’t something that needs to come at the exclusion of being good at other things, not even being a magician of some kind, but you don’t need to be good at fighting. “Combat styles” are an awesomely flexible way of handling it.

    Magic is a totally optional part of Mythras, you super don’t need any in your game for it to be fun, but damn does Mythras have magic rules. Actually, it has five magic systems and encourages you to heavily tailor them to your world. Those systems vary significantly in how much power they give your players.
    Folk Magic is something you can give your players without worrying about balance much at all. It’s all little domestic spells people might use to heat their home, or fix something that snapped apart.
    Mysticism is “monk magic”. It’s themed around inner strength and includes lots of stat buffs, alongside abilities like wall climbing and fitting through impossible spaces. You could use mysticism to have whole campaigns of less “grounded” characters flinging giant swords around like Guts, if you wanted.
    Animism is all about the spirit world. Want to play Supernatural as an RPG? you could do that with Animism, easily, although a lot of the chapter is about the shamanistic social structures that usually surround it as a practice.
    Theism is what it sounds like, you’re getting magic from a god or gods. This is the most conventionally balanced magic system in Mythras because it makes narrative sense for “more powerful” miracles to only be available to extremely faithful people, or people of a high rank in the local cult. The book Classic Fantasy, which is a Mythras rewrite of classic D&D, uses the mechanics of Theism as a basis for traditional D&D magic.
    Sorcery is the magic system that leads people to call Mythras a Sword & Sorcery game, because yeah, the defaults Mythas gives you are perfect for that. Sorcery is the closest aesthetically to the classic D&D wizard trope, but it’s terrifyingly powerful. You can “shape” sorcery spells to be more or less powerful at will, and combine them to do multiple things at once. Sorcery’s primary “just hurt things” spell is called Wrack and unless you modify it as a GM, your player will be an armor-ignoring murder firehose for at least a full minute. Smart players who really dedicate themselves to sorcery could become immortal litches, or perform assassinations by calling down lightning bolts on people while they’re sleeping (right from the comfort of their creepy wizard tower). I find it very cool how Sorcery lets things like that happen systemically, but it’s also so overpowering that the developers warn you in the rulebook about it. Which… yeah.

    Examples of the flexibility of Mythras include:
    M-Space
    Odd Soot
    Perceforest
    The Mythic Earth series
    Destined (yes, it’s a superhero RPG)
    Classic Fantasy
    Worlds United
    After the Vampire Wars
    Firocetta
    And the list goes on.

    • Yohaulticetl@lemmy.world
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      1 year ago

      I’ve been looking so hard for something that’s like GURPS but isn’t GURPS. The martial arts combat and books are so good and so in-depth, I love them. That being said, I’m trying to find a system to play solo and designing challenges and stuff, being a first time GM (even to myself), it felt like hell. Maybe I’ll try Mythras after reading this fantastic review.

  • TheCalzoneMan@beehaw.org
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    1 year ago

    My favorites are Blades in the Dark, Savage Worlds, and Wushu.

    Blades’ setting is extremely fun to mess around in, think Dishonored. It’s a Powered by the Apocalypse game, so if you know that style it’s pretty simple to pick up.

    Savage Worlds lets you make up a lot of your own settings, abilities, races, etc. much easier than D&D, and includes a unique upgrading dice system for stats. It also houses Deadlands, which is one of my favorite settings of all time.

    Wushu is essentially just old Chinese/Japanese martial arts films boiled down into a game. Super fun, extremely fast, and limited only by your imagination. It is really rules-light so keep that in mind. I think the entire rules are about 18 pages long, and the rest of the book is optional rules and settings.

    Honorable mentions go to Call of Cthulhu because Eldritch horror is my jam and Vampire: the Masquerade because sometimes I want to get political with my urban fantasy! Oh, and Fucked-Up Little Man because one-page Dark Souls RPG funny.

      • paragade@lemmy.ca
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        1 year ago
        • I’m a huge fan of sci-fi
        • I’m a worldbuilder at heart, and the system for randomly generating planets, as well as the implicit assumptions about the setting baked into mechanics has made for some of my favorite worldbuilding.
        • It’s a simple system at its core, but has a lot of systems that can be engaged with to create really tactically interesting play.
        • It’s a very flexible system regarding what kind of stories you can play with it. You can be the blue-collar crew of a cargo hauler doing odd-jobs to make ends meet a la Firefly, you can be the crew of a naval cruiser a la Battlestar Galactica, or explore uncharted space like Star Trek. You can be ground troops in a mercenary company or a tank crew in a military campaign. You can be space pirates building your own fleet one stolen ship at a time. I ran a game last year that was basically a cyberpunk game with the players being low-level criminals set in a single city and it worked great.
        • The games been around a LONG time, first released in 1977, and with most of the different editions being 90% compatible with each other you have a ton of content out there to use for your games.
    • 5too@lemmy.world
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      1 year ago

      Seconding GURPS! I feel like there’s not enough emphasis on diverging from the printed rules. If you’re not sure which target number to use, or exactly what modifier to apply to it, just pick one and go! It won’t break!

      “When in doubt, roll and shout!” shows up a few times in the core books, but they really need to emphasize that idea more - people don’t seem to have picked up on it.

  • Durugai@lemmy.world
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    1 year ago

    It’s like, impossible to pick a favourite. It is usually what I am running/playing at the moment which right now is Shadow of the Demon Lord, that game is doing so much for me, I am having a blast running it and my players is having a great time playing it. I am in a Apocalypse World game too and that is great - of games I am not currently playing Stars Without Number is like high on my list, but Alien RPG is great too, Call of Cthulhu is very good too, and damn if I could ever get to play in a Burning Wheel game run by and with friends I trust that would be high on my list too.

    There is like 10 other games that are up there for me too, I can’t pick just one favourite, things are just so different and interesting that I don’t really wanna just pick one.

    • databender@lemmy.world
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      1 year ago

      The Black Hack. I play D&D with my group of adults, but The Black Hack is easy enough I can play it with my kids and they can run the game if they like.