Your favorite system

so, i've been into TTRPGs for little over a year by now, it's been fun, but i want to start to break out of my comfort zone a bit and start learning about(and hopefully test) a few new systems and settings that follow.

Currently i have only tried a very simple d6 system with very low fantasy (from my country, so you won't know it), DnD 5th edition (which i also DM'd for) and Pathfinder.

So i think it would be a fun idea to start a thread where people talk about systems/settings that they enjoy, possibly with some fun stories from games of said system.

any kind of stuff is welcome, either tolkien fantasy, gothic, post-apoc, space, modern, sci-fi, etc, etc.

Unknown Armies

goips

My favourite scifi system is Stars Without Number.

It offers a great setting, very clean and concise rules, with a lot of freedom and extensions to the game.

My favourite fantasy & rules-lite system is Barbarians of Lemuria.

Simple as fuck, and such a good flavour (think Conan).

I could give you the pitch but youre better served just reading the books on your own to get a feel for it, and I'm too tired for all that effort.

These are two systems I love, and I reccommend them strongly, so I'll answer questions about them if you like.

i'll start things off with telling the tale of our d6 system campaign

the system is called "Fantasy" i think it's generic as fuck on purpose, it had no classes and no magic, meaning everyone was on a spectrum between rogue, ranger, and fighter

we were all very new to role-playing, only a single player had experience before. my buddy that DM'd also did it for the very first time. the group consisted of the experienced player playing a young androgynous thief, and used said character as a vessel to explore/come out as genderfluid/trans/whatever, a "veteran" warrior tank type, never saying more than answering "yes/no" to questions, me as a nobles-son long-sword fencer type character, the only one with any points into charisma, and finally a player that wanted to play a drow elf undead vampiric ranger/druid/wizard lesbian with a fetish for blood and a generally bitchy attitude. he argued with an hour with the dm to allow him and they "settled" that it was ambiguous what the fuck she actually was


the campaign was set in a murky backwater type place and mainly consisted of taking small regular jobs while, mainly to collect bank and maintain a front, while trying to uncover a plot of the local curch, that had been infiltrated by a cult. while i seemingly had to rope in the rest of the group and keep it moving forward. forcefully collecting the drow from the brothel and the thief from the bar, where it was trying to drown it's sorrows from his identity crisis (while the veteran was following behind me, like a silent shadow) so did i actully have a lot of fun with it, mainly because it was so grounded that no fight ever felt "safe", not against lowly goblins or huge fleshgolems.

My favorite system is the R. Talsorian Games' "Interlock" System, as used in Mekton Z and Cyberpunk 2020.

Dungeon World

It's pretty much objectively one of the best currently out there. It has fast easy to use mechsnics and is perfect for beginners, it's a lot cheaper than most of these other rules bloated systems that cost fifty dollars. There is no reason for extra rules when it is he role playing that matters. Dungeon World is fast and innovative and still feels exactly like the spirit of ADND before DnD 3.5 destroyed the hobby and ruined a generation of role players.

>objectively

>when the author of a system doesn't even spend enough time writing his advertisements

I get why you don't want to copy and paste your website blurbs but come on

Yes, objectively. Dungeon World can do ANYTHING another RPG can do, except better. Therefore it is better than those other RPGs that can only do one thing. Dungeon World has multiple degrees of success and has fast freeform combat that NO other RPG has, at least not to that level. It also invented the concept of failing forward which is integral to modern GMing techniques. If you are a good GM you basically owe your knowledge to Dungeon World. Unfortunately most people don't play it because they are too busy playing horse shit like 3.5 and Pathfinder.

>DnD 3.5 destroyed the hobby and ruined a generation of role players

Are you intentionally permuting the letters so you don't get autobanned or did this pasta always have so many typos?

If you want to try a bunch of new systems to get perspective on what the other side of the fence is like I'd suggest doing some oneshots:
> Lasers and Feelings (d6, Star Trek -like)
> Risus (super light, anything)
> Dread (horror, you use a Jenga set)
> Geiger Counter (survival horror, lotsa d6, GMless)
> Microscope (diceless, GMless)
> Old School Hack (dungeon crawler, d10, d12)
> Everyone is John (insanity simulator)
> Fiasco
> Fate Accelerated
>>> Dungeon World
are all good options.

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Labyrinth Lord & Call of Cthulhu 6th edition are my all time favorites

I love Legends of the Wulin. It's not a system for everyone, and it has its flaws (primarily godawful editing), but it has the best combat system of any RPG I've ever played.

It's an interesting blend of abstract, narrative ideas with crunchy, in depth mechanics. Rather than getting into trying to model realistic details, it more concerns itself with the overall themes of a fight, the ideals and philosophy of each fighter, their reasons to fight etc. As well as their supernatural Kung-fu badassery, of course.

Not that guy but you'd have to be fucking blind, that or you've never played TSR D&D. WotC thinks D&D is about following rules with autist fervor and getting off to upgrading your character as you're railroaded through the DMs 'epic story'

>Yes, objectively.

That's a matter of opinion.

>Dungeon World can do ANYTHING another RPG can do, except better.

1. No universal system is going to be superior at every single thing when compared to a specialized system which is all about a particular thing.
2. Define "better." Protip: you can't. What makes an RPG system good is subjective.

>Therefore it is better than those other RPGs that can only do one thing.

See point #1 above.

>Dungeon World has multiple degrees of success

Wow, never heard of that before.

>and has fast freeform combat that NO other RPG has, at least not to that level.

So the faster a combat is and the more freeform it is, the better it is? In other words, a combat system with no rules that resolves an entire battle in one second would be best? See point 2, above: defining "better" is subjective.

>It also invented the concept of failing forward which is integral to modern GMing techniques.

I don't know what you're talking about, on any level. What do you even mean by "modern GMing techniques"? Godddamn you're full of yourself.

>If you are a good GM you basically owe your knowledge to Dungeon World.

So anyone who does not know Dungeon World is automatically a bad GM. Got it.

>Unfortunately most people don't play it because they are too busy playing horse shit like 3.5 and Pathfinder.

I don't play Pathfinder or 3.5, I play other things. But I'm definitely not gonna give Dungeon World a try if you're representative of the people who like it.

>Dread (horror, you use a Jenga set)

What?!? Now that's unusual. I might have to try that. But I will never try Dungeon World.

You can find Alpha Omega on 7chan or 4shared. There's only two books ever released before the company went out of business, but it's a fairly robust (if sometimes confusing) system with a really neat way of managing magic.

Just keep in mind that unless you're playing a stupidly low power game there's no point playing anything but a human (for a skill based char), a lesser nephilim (for one based around wielding).

I'd like to play OSR titles, Dungeon World and Dungeon Crawl Classics are at the top of my list. The problem lies with the fact that no one I would like to game with has any interest in those games. If I look for people through online resources for a game I end up with Millennial Hipster snowflakes that want to play bullshit characters, be difficult and call me a racist or a Cismale because I don't want to roleplay with somebody playing a fucking transexual gay pansexual character who wants to flirt with everyone and border on ERP. Fuck that noise.

>WotC thinks D&D is about following rules with autist fervor and getting off to upgrading your character as you're railroaded through the DMs 'epic story'
Have you even looked at 5e?

Your point has some merit, but for That Guy to say that D&D3.5 "destroyed the hobby" is flat out wrong since the hobby still exists, and saying that it "ruined a generation of role players" is just flat-out retarded.

If you wanna talk about what actually decimated the hobby, you can blame the explosive growth of CCGs and the exponential acceleration of tech and thus the exponential improvement of video games, particularly RPGs.

>ruined a generation of role players

Confirmed for neckbearded grognard

This is literally the opposite of the beef people have with WotC

...

WotC had to get bitch slapped over that abortion 4E before they realized they were alienating their core player base and then they came up with 5E

>D&D fans are whiny shits who hate well designed games

They deserve 3.PF/5e

GURPS

Its a generic system that allows you to play in any setting possible without having to know a lot of extra rules. Time travel campaigns are a breeze in this system because GURPS covers everything.

Really good for new players if the GM can provide good direction.

4E might have been successful if they didn't market it as D&D. Maybe a MtG RPG. 4E didn't feel like an evolution of D&D. It was a P&P RPG that mimicked a video game.

op here

anyone got some good post-apoc dedicated system, that would work well with possibly a stalker like setting or would i be better off using gurps or the like?

also, when it comes to sci-fi so does it seem that shadowrun is the top dog with cyberpunk a second, what's the difference between the two and are there any more good ones for sci-fi, i might want to try something sci-fi noir, bladerunner style someday.


>that feel when you want to test new shit but members of your current group 1, doesn't want to bother learning a new system, 2, doesn't want a system that's more open, since he's in it just to role dice and 3, why bother when popularity shows that DnD is the epitome of roleplaying games. he said while naming the character after his class and his entire backround and personality sheet was "got amnesia, don't know how i got here or who i am" after having figured out that multiclassing warlock and shadow sorcerer can produce a very high amount of damage

>he thinks 4e is better than 5e

Stay 12 forever, my friend.

World of Darkness (Or Chronicles of Darkness these days) is only a bit less plebby than D&D and PF but it would considerably expand your repertoire if you're struggling for players in your branching out period.

Otherwise, have you considered:
- Monsters and Other Childish Things (DO THE CRAYON DRAWINGS FOR THE MONSTERS CHARACTER SHEET IT MAKES IT LIKE 10X MORE FUN)

- Mistborn's roleplaying game
(Had fun in a Stormlight archive game playing some princess who'd been locked up in a tower learning court etiquette most of her life, only to have to be sent out to negotiate trade deals to secure the house's prosperity after the last of her 8 brothers died in battle, and in a fit of paranoia by the house retainers was sealed inside of the family power armour to protect her. Absolutely no combat skill, but the armour made her basically indestructible with respect to man-portable weapons, and strong enough to throw regular humans around like beanbags and leap 50 metres in a single bound, so she was equal to everyone else in a fight. What a fun character.)

Apart from those, most of what gets played around here is Adeptus Evangelion, a fanmade anime game.

>Taking issue with the only remotely sane statement in that entire post

Apocalypse World

My "default" and favorite system is D&D5e, but I've started playing games to branch out and even if they don't end up being good as a whole they should still have interesting mechanics/can teach me something about playing. So far played these, none able to take the spot but some really cool stuff.

Dogs in the Vineyard: only 2 sessions so far, quite interesting.
Mutants and Masterminds: 1 session, on hold since it didn't go so well but it might be cool.
Lamentations of the Flame Princess: I'd rather play OD&D honestly, the game is nice but that's just the GM being good.
CoCd20: not so great, final fight two players lost all control of their characters due to seeing a corpse come alive, insanity is absurd for the most part and should be more focused on actual incomprehensible things.
MAID: a ton of fun, also my pure-pure maid won so that helps.
Dungeon World: from reading AW it sort of mixes D&D and that to various effects, there's some interesting stuff like the Druid but overall I feel like AW will be better once we get to it.

To overtake D&D I'm looking for something focused on longer games, not simple ones made to be easy to pick up and run a short game with. At the same time, needless complexity is a downside too, like in Shadowrun. The ones I'm hopeful for are Burning Wheel, Pendragon, The Strange and Legends of the Wulin.

I also want to try out D&D clones that are actually good or seem interesting, Fantasy Craft, 13th Age, Talislanta and D&D4e, but I doubt it will be the big thing for me.

Smaller systems that I want to play a few sessions of or a one-shot are numerous, including Microscope, Everway, My Life With Master, The Clay That Woke, Ryuutama, Golden Sky Stories, Meikyuu Kingdom, Fiasco and Archipelago.

Cyberpunk 2.0.2.0. is the correct answer.

I feel like I should say something because of how much I agree with you. Both of those systems are excellent and I'd recommend them to anyone interested in running Sci Fi or Sword and Sorcery respectively.

Stars Without Number has such a huge toolbox for setting stuff rules notwithstanding (the random tables for world-creation are fantastically evocative) that I'd honestly recommend it even if you've not intention of actually using the rules. The core rulebook is free, too, you've got no reason not to.

Barbarians of Lemuria is less setting-agnostic. It has one setting, and that is "Conan The Barbarian Short Story", but god damn does it chase that hard. It's genre-emulation at its best, and the system accomplishes that while being remarkably rules-light. The system is full of heroic-feeling stuff (the way players can barter their successes into Heroic and Legendary successes is simple but brilliant) and packed with clever nods to the genre (players level up by pissing away their riches between adventures). It's great.

God that entire post was a trainwreck. My point is that those games are good.

I liked it, it meant something to me. Gonna DL Stars Without # like you recommended.

Will Wheaton dms it every now and then, Also Ivan from G&S.
Basically when you wann do something in the game you need to pull a piece, if the tower falls, you die.

You dug your own hole by describing you racism and sexism, sorry man.
Don't get me wrong i don't like pc that wanna flirt with everything, but yeah no.

Shadowrun.
Edge of the Empire.
Unisystem.
Runequest/mythras.
Gurps .

>Mini Six
It's a streamlined version of the old D6 System by West End Games. It's fantastic if you want to emulate a certain setting or genre and get it set up quickly. Also includes a bunch of micro-settings as examples.

Quite a lot of the fringe/DIY OSR stuff is, in my experience at least, really quite stunningly inventive and brilliant fun to play.

I would grab the Lamentations of the Flame Princess system (Because its probably the best for general compatibility and its free) or your choice D&D-y system (5E might fit some of tbem with some work) first, then check out:

Deep Carbon Observatory and The Maze of the Blue Medusa for all round awesome adventure modules (Maybe start with these)

Fever-Dreaming Marlinko and Vornheim City Kit for excellent urbancrawls and a wealth of GM tools

Fire on the Velvet Horizon for a creepy, weird, awesome monster manual (Unfortunately I don't think it comes in PDF)

The God That Crawls and Better Than Any Man for early modern historical horror (BTAM is free and also a LotFP product so might be a good starting point)

If you still want more, check out the following OSR blog-things for imagination fuel and houserules:

Goblin Punch
10 Foot Polemic
False Machine
Into the Odd
Yoon-Suin (Also a setting book)
Dungeon of Signs
D&D with Pornstars
Monster Manual Sewn from Pants
Last Gasp Grimore

/osrg/ has most of these products in its trove, but I would encourage you go buy them if you like them. The folks behind many of them need the support.

Also, try to avoid Dungeon World user. Hes been cropping up a lot lately to bait foolish anons and crash good threads. DWs ok, but has its failings.

Shit taste fampai

Savage Worlds. Quick, simple to learn, easy to pick up, generic enough to cover any bases while having books with more specific content for certain genres, and generally fun to play.

>Must see:
Dread, Don't Rest Your Head, Dead of Night, Everyone is John, Lasers & Feelings, Dogs in the Vineyard, The Mountain Witch

>Solid
Call of Cthulhu, Unknown Armies, Reign, Torchbearer, Diaspora

>Mechanics
ORE, Fate, BRP, Unisystem, Luke Crane

>Post apoc setting
Degenesis Rebirth

>Post apoc crunch
Wild Talents?

>Scifi crunch
Fate

>Scifi setting
Eclipse Phase

Best system I've GM'ed was Pendragon. Running the Great campaing with players building up gloryful knights during Uther's reign that later become part of the council of Salisbury during the Anarchy period. Old and noble veterans when Arthur pulls the sword and again show one the few flaws I have with The Great Campaing, the players are observers when there is a king of England.
Large battles aren't interesting for commanders but excels when knights compete for glory in slaying Saxons.
The vices and virtues of knights make great and unique characters.

To list.my top 3:
1: Pendragon
2: Warhammer, any of them but preferably Dark Heresy
3: Call of Cthulhu, strong system but I don't run more than a few sessions of it between longer campaigns.

> Dungeon World
> OSR

Yeah you have no idea what OSR is. The fact that you play DCC just proves that even more. Get out casual.

Hero System is my waifu.

I've been playing Torchbearer which has been pretty fun. Sort of the opposite side of the spectrum.

I'd use Hero System for both.

GURPS. It's a really great system that can be used for literally anything with really well written source books that I would recommend giving a read even to people who aren't interested in GURPS. It has one of my favorite chargens of any system even if it is decently time consuming. It somewhat of a bad rap because it can be pretty hard to learn how to GM well giving people bad first experiences. At this point I really don't GM any other systems than GURPS just because of how universal it is, I will obviously play other systems if people are running them.

...

If you like Gurps, You should check out Hero System. It's the best universal system I've played.

I like Wild Talents and it's fantasy counterpart Reign isn't that bad either.

While I like GURPS I try not to suggest it for everything because people get annoyed by it, but STALKER is definitely something I would recommend using GURPS for as GURPS has
relatively realistic guns
high lethaliy
bleeding rules
which all fit really well into STALKER.

I'll have to check it out.

If you're trying systems, you'd be a fool not to try D&D. It's hardly the best system out there, but it's the benchmark against which other systems are judged.

World of Darkness is another. It's hard to believe now, but for a good ten years, it looked like D&D was dead and WoD would be the new gold standard. The system seems like shit, but that's kind of the point: an emphasis on storytelling and acting rather than mechanical interaction. Being so loose and unbalanced was a design decision, not just sloppiness. It's best presented in Vampire: the Masquerade, Second Edition, along with a ton of good information on how to be a great player. Ignore all other supplements that came afterward. nWoD is more of a game system than a dramatic system, but it's also infinitely better balanced.

GURPS and FATE are the two gold standard for flexible, multi-setting systems. FATE shares the same minimalist philosophy as Vampire, but is much more flexible.

GURPS can be anything and do anything. I mean *anything*. It's probably the best system as a system overall. But it requires considerable pre-campaign preparation and configuration by the GM. If you get into it, start with everyone having GURPS Lite (free pdf). The GM then gets the two-book Basic Set. Add options from there to fit your setting, but use as few as possible-- overloading is a rookie mistake that gave GURPS a reputation for complexity when people rolled in every optional rule and created a mess. You can run a damn good campaign with just GURPS Lite and nothing else.

So I was in the same boat as you, almost exactly the same systems, though we played also more "cute" stuff like engine hearts. Anyway, I and my friends decided to just fuck it, and homebrew up a system with whatever we liked, and so we ended up with the rules for a trpg based on the megaman legends setting. Homebrewing stuff with your buddies can be pretty fun imho, and we play the legends game a lot.

Seconded, some of their splatbook settings are really neat.

>Favorite system
Ironclaw, currently. Omnibus + splats.

Great after coming off too many years of 3.PF bullshit. The best description as to why I've heard is because it flips the bird to most legacy design concepts, which can also be seen in the development history.

No one particular rule or feature, it's the combination on the whole runs great. Plus the combat system is one of the best Fantasy systems I've played. Most systems it's pick 2 of fun-fast-detailed. Ironclaw manages to nail all 3. Really well refined.

Granted, from conception to the Omnibus edition was 12+ years of playtesting plus major experimental changes across 4 or so other games of different genres based on the same engine. They're still putting out new games and making significant tweaks with each one.

Probably the most productive small-publisher in the business by sheer volume of games and books they put out while running on almost non-existent kickstarter funding. Kind of surprised they aren't better known, aside from the fact everything they put out is anthropomorphic.

>Storytime
Well the tl;dr of the game before this one was high seas captained by a PC and his immediate loyals (other PC's) who went rogue after losing their royal house's holdings to a treacherous rival house. Pulled an 'enemy-of-my-enemy' and got underhanded support to embark on sabotage and bring ruin. Fucking love guns in this, had some well placed Indiana Jones just-shoot-him incidents, but for the BBEG I pulled some GM shenanigans and forced a proper duel. 2nd mate died in the final confrontation, player wasn't happy but I liked the resulting story and epilogue as the players try to figure what they'd do now that revenge was complete after they'd buried him.

Current game is on land with a party of magic users being funded by one of the houses to uncover lost magics, and gathering magic power is part of their char motivations. Proper dungeon delving, with the impending betrayal twist because I'm not creative.

I really want to like GURPS, it is a solid system with sourcebooks and resources out the ass. But it is so hard to do right and so very very easy and so many ways for it to go wrong. Plus it requires dedicated players more than most systems.

That and it has no player base.

There is one good use for GURPS: steal from its splats. They are exhaustive and overly detailed. Putting everything in context is silly, but by itself each little inspiration you can gain is a win.

The system though? Pure autism! I don't want my mechanics to do what the 3d6 does. I don't need realism, I need suspension of disbelief.

My favorite crunchy system is GURPS
My favorite rules light system is Savage Worlds
My favorite sci-fi/unusual dice system is FFG Star Wars

I've recently been playing Edge of Empire with my buds and enjoy the dice system quite a bit. It's not just pass or fail, the dice can determine varying degrees of failure (that can still generate something beneficial) and success (that can still generate some kind of failure). I was kind of put off at first because i'm not a Star Wars fanatic and thought it made the game limited with possibilities, but I've started thinking of the game more of a sci-fi RPG with mages and it's been going well.