Obscure systems

ITT: we sell each other on obscure systems that we like.

Other urls found in this thread:

en.wikipedia.org/wiki/Dragon_Storm_(game)
boardgamegeek.com/boardgame/3492/dragon-storm
rpggeek.com/rpg/1347/dragon-storm
fftrealm.com/content/fftinto.shtml
m-l.org/~greerga/fftnet/fftmech/
tlwiki.org/index.php?title=Nechronica
oldschoolhack.net/
mediafire.com/download/f96qdqj7ydxmvbl/Artesia_Adventures_in_the_Known_World.pdf
twitter.com/NSFWRedditGif

I'd like to know about some good lesser-known systems too.

Anyone ever messed around with RPG's run with cards? I'm interested in something like that.

I came across an old horror system called Maléfices which uses tarot cards and seems to have quite a bit of material written for it.

Unfortunately it's all in french, so I have only a shaky grasp of the mechanics. Anyone ever played with it?

WaRP is kind of rules lite, and has a lot of focus on characters. The mechanic is a simple dice pool-system (each trait has a number of dice, and you roll them an compare to the opposing roll). More on the cinematic end of the scale, and was developed to run Over the Edge

I sometimes hear about Burning Wheel
What is it?

It is a character-focused fantasy game with a tolkienesque setting.

It's character-driven in that every character has three beliefs and goals which drive play, the players are also rewarded for highlighting their own character's weaknesses. The end result of this is the play sessions are generally very focused on the characters' personalities, their motives and their flaws.

Mechanically it generally uses a skill-based dice pool system with most encounters being resolved in one or two rolls. However if a conflict is deemed to be important enough (there will be a few in a campaign) then you use the more detailed Fight! (for melee combat), Range and Cover (for ranged combat), or Duel of Wits (for social encounters) which is a lot more mechanically complex but allows for more strategising on the part of the player.

The non-human races are interesting in that they each have a unique stat. Elves have Grief, it increases when they see the suffering of the mortal world, when it reaches 10 they either sail off to a distant land or it turns into Spite and they become Dark Elves. Dwarves have Greed, it increases when they pursue their desires and can be used to gain bonuses when perusing what they want, when it reaches 10 they shut themselves away in their hold with all their treasure. Orcs have Hate, it increases when they suffer and is the main stat for many of their unique skills (mostly torture, deforesting, and general destruction), when it reaches 10 they go on a blood-crazed rampage until they die.

Sounds nice

Can you reduce those things over time or is every elf, dwarf, and orc kind of a ticking time bomb?

has anyone heard of Dungeons & Dragons? I think it's a lot of fun.

Nah, you probably know already but the non-savage world editions of Deadlands was played with poker cards.

Malifauxs rpg "Through the Breach" uses a card system as well.