I would love more videos focused on these individual rpgs, even if the videos were much shorter. One of the barriers to entry that I find is that there is such a small online community for anything other than 5e.
to be fair, it's not that any other community is small, it's that d&d players move into every space made to talk about rpgs in general and force out everyone else. If you wanna talk about and find groups for other games, you have to go to their specific places. It's one of the many reasons, and one of the few valid reasons amongst those many, that people dislike 5e so much.
*9 Favorite RPG Games (...and FATE)* 00:48 *_Into the Odd_* [Fantasy] ("Oddlikes": *_Cairn_* [Dungeon Crawling], *_Liminal_* [Investigative Horror], & *_Running Out of Time_* [Cyberpunk]) 02:01 *_Mausritter_* [Anthropomorphic Animal Fantasy] / "Oddlike" system 03:02 *_Mothership_* [Cyberpunk / Splatterpunk Horror] / Percentile Dice system 05:20 *_FATE_* system / FUDGE dice system 07:02 *_Tiny D6_* system (Tiny Dungeon [Dungeon Crawling], Tiny Wastelands [Post Apocalyptic / Survival], Tiny Frontiers [Science Fiction]) / "D&D-like" d6-base system. 08:27 [West End Games] *_Star Wars_* RPG / *_WEG D6_* system 08:54 *_Burning Wheel_* / narrative play and d6-base dice pool system 09:21 *_Vampire the Masquerade_* RPG / _World of Darkness_ d10-base dice pool system 09:36 *_Index Card RPG_* system / "D&D-like" d20-base system. (Comes with *_Alfheim_* [High Dark Fantasy] and *_WarpShell_* ["GrimDark" Space Fantasy]. *_Blood and Snow_* ["Blood and Thunder" Low Dark Fantasy game set in the Primeval era] is a separate worldbook.) 10:12 *_Five Torches Deep_* RPG [Dungeon Crawling] / "D&D-like" OSR system
If you like sitting at a table with friends and telling stories, there is a game for you in this list! Into the Odd, Cairn and Mausritter are my jam for sure!
@@DanielGalllego FIASCO is interesting, but it's an interactive improvisational game. It's good for actors and writers who are good at that kind of thing. It won't appeal to people who aren't quick, creative and able to work with others.
💫 Mage: the Ascension is my favorite game of all time. Your spellcasting ability is so heavily tied to your Paradigm that it's your imagination that limits you rather than your character sheet. Each character must explain how magic works from their own perspective, and coming up with your own metaphysics and helping them grow as you play is so satisfying and intellectually stimulating.
@@03dashk64 Awakening has the benefit of being in a more modern system, but it stripped away a lot of the metaphysical character building that distinguished the previous game from any other RPG and removed a lot of the consequences for failure that encouraged players to be more thoughtful about their spellcasting. It's good, but I'd encourage you to read some of the older books and see if they seem interesting to you.
@@ardentdrops yeah thanks! I have read through both, along with the 20th anniversary edition! I liked the freedom of awakening spellcasting. I also really didn’t care for the ascension meta plot as much as the vampire one. But they are both good systems!
Ran Mausritter this Halloween with a group of 8 adults(4 sets of 2 players controlling a character each) where all but 1 player have never played any RPG and it went extremely well, players engaged easily into the mechanics and the mindset despite having no clue about the the fundamentals of OSR play. They were using the tools at their disposal and thinking like a mouse with a bare minimum introduction. Now making this into a regular group that is excited to play. If that isn't a hallmark of a well designed RPG then I don't know what is.
Of the ones you noted, 5 Torches Deep and Cairn are my go to but one you haven't mentioned in this list, Ironsworn, really pushes the mechanics for story telling and action resolution. There's even a way to montage combat so players don't slog for minutes rolling through mechanics.
My favorite RPG's 1-Cypher, 2-Teenagers From Outer Space, 3-Gamma World 4E(not based on D&D 4E), 4-All Flesh Must be Eaten, 5-Battlelords of the 23rd Century, 6-Pathfinder, 7-5E, 8-Palladium system, 9-AD&D, 10-Shadow of the Demon Lord and 11-Star Frontiers
You turned me onto Mausritter and it’s my new system for my kids and nieces and nephews. Not that it’s not great for adults, but the younger crowd loves it.
@@DungeonMasterpiece hey, do you think you could do a geopolitical analysis of Continent of the Witcher series? While it's not a typical ttrpg setting, it seems like it might have great geopolitical depth. Or maybe I just think that because the side quests are so juicy? 🤔
This video is really helpful, and like other comments here I’d really like to see longer videos on the nuances, strengths, and weaknesses of other systems. I’ve really fallen out of love with 5e after DMing in it for 3 years now, and am excited at the idea of feeling energised by a ruleset that doesn’t feel like a struggle to keep together.
My favorite is the Hero System (aka the Champions System). I used to try a new system about once a year and tried the Hero System to play some super heroes but me and my group loved it so much that we found we were unable to play anything else. We would still try a new system once a year but shorty after we would get started we generally would have an irresistible call to convert it to the Hero System and just kept the lore and setting of the other system. We've played superheroes, horror, high and low fantasy, urban fantasy, scifi, gritty modern combat and even wargaming tabletop systems. Maybe me and my group are a bit odd but I never understood why it wasn't more popular, maybe its the weak lore, we would always use other systems for the setting. Or maybe its because it seems scary to learn but it really isn't much harder than several other systems we tried. But its great when anyone finds any system they love, 5e or other.
Savage Worlds has to be at the top of my list. It's a relatively light weight system-neutral game that excels at pulp action. So far I've used it for wild west, WWII, low fantasy, space horror, and even a Stargate rip-off, and it was a great fit for all of them.
If you haven't, you should really take one of the Gumshoe system games for a spin (Nights Black Agents is my favorite, but there are options). If you've ever waded through an exposition dump, hand-waved mechanics to ensure the plot goes on, or had your party stand around watching one character do all the interesting stuff, I think you'll find the way Gumeshoe handles investigation and discovery elevates it every bit as much as some of the games mentioned in this video are elevated by their handling of characters or world creation.
The one you should look into and play is Blades in the Dark by John Harper and Evil Hat Productions. It is essential reading for any one wanting to get better at running heists in any RPG system.
Long ago there was a RPG called DragonQuest (not the Japanese game of that name these days). Brilliant game. You assigned points to your stats from a pool, and it used very clever method to make all the characters different. There was a (1 column) table that you rolled on. The result showed how many total character points you could use, but also how high your highest stat could be. The higher your total stat pool, the lower the maximum stat could be. So you might have a guy with 1-2 really good stats, or a really well rounded character without any single high stat. Each weapon skill (or spell learned) was something you have to buy with XP, and you could buy ranks (rank 1, rank 2, etc). The chance of success increased with higher rank. The weapons were especially interesting. If you wanted to learn clubs, it cost very little to get skill in clubs, but you could only get a max of 3 or 4. Whereas with rapier, you could learn rank 10 with rapier but it rapidly became very expensive to progress. I think these are 2 of the most clever mechanics ever in RPGs. I also liked the action points, but it had some problems. These could easily be house-ruled, but the basic system gave you action points based on dexterity, and cheetahs ended up being the inordinately deadly because they got so many attacks. Like I say, it was fixable, but it gave reviewers a lot of fodder to laugh about (and in fairness, a lot of the jokes were hilarious... but I liked DQ better than D&D).
Eyyy! :D Thanks for linking my Mothership review, Baron! I love videos like this, but especially when it's based in actually playing the darn things. Time for me to go re-watch your FATE video... 👀 Also, that was the smoothest imaginable transition into an ad read, hahaha. Very nice.
My favourite is a lesser-known polish system, Wolsung. I love how combat, pursuits and social encounters all run on the same set of rules, and it works great in the game's premise - steam/pulp action movie with lots of gadgets.
I can vouch for FATE . . . definitely hard to pick up, but I wanted to run an adventure based on the Dragonriders of Pern series for a few friends, and there were precious few systems that could handle that setting. I picked FATE and it worked well - the story necessitated more diplomacy and exploration than fighting, and my friends are all ex-theater kids, so they had a lot of fun building a narrative about their characters in the world.
Love the Dragon Riders of Pern series. It's not an exact analog, but one of the Cypher System books from MonteCooke games is a "Dino Riders" setting. I think it's called Predation. It's differentiated from the other Cypher System settings by giving every player a dinosaur they're bonded to. Also Cypher System has enough character options and variant rules systems that you could easily run more roleplay and intrigue focused campaigns with it.
I think he's a little too hard on Fate, personally. lol It takes getting used to, but it's not really "difficult"... it's really about letting GO of a lot of the need for structure and math that other systems get people used to. Most new people just think about it too hard. 🤷🏻
@@VanDavis I agree. I think he comes down too hard on Fate. I find that those that have mostly played D&D struggle the most getting Fate, while those who are completely new to RPGs or have played games that aren't too much like D&D have a much easier time. I think it is often more that primarily being exposed to D&D bakes in too many expectation of how RPGs work that it is hard for some folks to adjust. Now, it is legitimate to say that the original Fate Core rulebook could have been more clearly written, but even with that criticism one should acknowledge that there is a more clear, more streamlined sourcebook for the majority of the core rules in the newer book "Fate Condensed".
Really glad I backed Mothership. There's been some delays on it coming to backers but when it does arrive I'll be cracking it open like a kid on Christmas.
Though West End Games were known for their d6 system, their Shatterzone used 2d10s and optional cards. It also had good detailed books like their Star Wars line. Had much influence on my later GMing of sci-fi style games.
They had a few which used that 'Masterbook' system, such as Torg. Shatterzone was cool because it had the usual sci-fi tropes albeit with a definite cyberpunk attitude on top. Little things like the in-universe slang terms in the spaceship splatbook, listed for various space navy drudgery and horrible ways to die in space, the bits of extra flavoring was great. Some complained about the one-line die roll reference chart but it wasn't that big of a deal. Plus it had open-ended rolls and a tailored bell curve out of that so a cost-to-benefit thing.
My favorite right now is the Cypher system. I love how lightweight it is while still having some actual mechanics and abilities. I’m a big “hand wave mechanics for fun” kind of DM, but D&D 5e (my old game) kind of breaks when you do that too much. Cypher is a game that’s nearly impossible to break on accident and I love being able to just on a whim throw out fun things enemies do or add extra effects to my players’ effects for them having cool narration.
Yes! I am eagerly awaiting my Kickstarter rewards for this. In the meantime, I am putting together what I am calling a Void Marches campaign (based on the West Marches style for D&D), where the "safe town/hub" is a, well, Mothership!
One of my most influential RPGs is one I've never played: 'Elfs' by Ron Edwards. The point is there is 1) what the character wants 2) what the player wants and 3) these can be radically different.
Love Mausritter. Got the Boxset as well as the full box for the Estate Collection. Also love Mothership and it's super active community. Pre-ordered the Kickstarter too
There are also some more blatantly Watership down inspired TTRPGs out there too; Some more like typical kids animal cartoons, but others more hard-core and brutal. I think one is called Barren, or maybe Warren?
I just wanna give a shoutout to Shadow of the Demon Lord. Same author as the 3.5 D&D Elder Evils book. Easy and intuitive to play, modular character building in a way I adore. Lovely mix of fantasy, horror and apocalyptic. Also Riddle of Steel will always have a spot in my heart for being one of the crunchiest combat simulators I've ever had the pleasure of playing.
SotDL is also a fairly easy switch for those stuck in D&D d20-land. The dark fantasy themes throughout are much more interesting IMO. Along with all the other advantages like the wide mix & match array of character advancement options.
Pleasantly surprised of your choices. Some I know nothing about, but refreshing to hear your commentary. Side note, l was hit by wave of nostalgia when glimpsing the AH Outdoor Survival box on your bookshelf. I recall being a little kid in the 70s fascinated yet overwhelmed by that game. Love your channel.
Chronicles of Darkness and their books (Vampire the Requiem, Promethian, Geist, etc.) are a nice alternative to the WoD books, I like that one can be an animal indefinitely as you wish through Protean.
Surprised you didn't include any of the Apocalypse World games. I'm pretty sure you've mentioned them before. I definitely feel Vincent Baker's additions to role playing have greatly impacted the industry. They certainly left a huge mark on me
Some of these games I never heard of but now I want to give them a look. Honestly I recommend people to play, at least once in a while, play games that are different from what you usually play. Don't just switch from D&D to Pathfinder for a oneshot, try Vampire, Call of Cthulu, go do wacky things on Savage Worlds or even GURPS. Getting out of the comfort zone can be quite good to expand your view on how TTRPGs can be played.
@@icewolf1911 For me GURPS feels way less approachable for a new GM. I admire the idea behind it, and the amount of fan and offical content it has, but it feels overwhelming for someone not used to it. Even if you use a small amount of the rules, you still have to go through many of them just to decide which you want to use. Or at least that is my experience. I would like to try it one day, but only after seeing like, several guides and summaries of the rules.
@@ZelphTheWebmancer GURPS (3rd Ed.) wasn't the first game I ever ran (L5R 1st edition), but I got into GURPS pretty well. I don't think it is as intimidating as people want to make it out to be. 3d6, and roll under skill or otherwise-default. Then complicate that basic mentality with whatever additional rules you feel you need. In that respect I've found it fairly liberating. Scale the opening Points to build character with to the amount of "crunchy" you want I suppose.
Burning Wheel is awesome, but damn, is there a learning curve. And it does not handle multiple combatants well. But its Duel of Wits is a brilliant mechanic. I played quite a bit of Burning Wheel back in the day. As for Star Wars, yeah, great game system.... I did a ton of artwork for it back in the day before West End Games went belly up and socked me with 1000s of dollars of lost wages. Still, it is a brilliant system. I am a bit surprised you didn't mention any Play be the Apocalpyse games.
5:43 "honesty the rule book is written with such a deep lack of self-awareness that it reads almost like browsing technicaldocumentation for an internal corporate business process" 🤣 👏👏
Another couple games I would like to recommend you take a look at, if you haven't already. My all-time favorite rules system and game mechanic is from Cyberpunk 2020 (R. Talsorian). It is a relatively simple system to learn, with a relatively straightforward d10 mechanic, and entirely skill based with no levels, but looking back at it from the modern day I can see how this system actually had some influence on the development of D&D 3.0 and 3.5, but it is both much deeper and much more flexible than any version of D&D. Another great game, if you can find people willing to play it, is Kult. This is the ideal game for a Hellraiser type of game, but also covers the gamut of the horror genre, and can really get heavy into both psychological terror and body horror. Very gritty, very adult-themed, and with a good GM the game will leave the players questioning not just their characters' emotional state but their own as well.
Was very stoked to see ICRPG showcased here. It's so fun and flexible and somehow manages to stay simple in the best way. It's how introduce new players to the hobby, but I always feel free to make it my own. Breadth AND depth!
A system I'd gladly recommend is "Shadow of the Demon Lord"- my current personal favourite The base rules are quite simple & effective, and the options for character building are extremely varied The base aesthetic leans heavily into horror/dark fantasy, but the customization options can easily work for any fantasy setting you'd like
The Storyteller system featured in the assorted releases by White Wolf appeals to me in its fundamentals of dice pools, success accumulation protracted tests, flexible relationship between scene length in narrative and gameplay sense, as well as encouraging building characters with multiple specialties to give them something to do both in and out of combat. Even though it is hard to outright recommend given how pretty mucch all iterations of it would require extensive house ruling pretty fast into a given campaign run.
RPG's I have played since 1982. EVERY version of D&D, including Skill & Powera. Gamma World, Star Frontiers, Boot Hill, Mechwarrior, Twilight 2000, Shadowrun, Cyberpunk, Space 1889, Car Wars, Top Secret, Lords of Creation, Paranoia, Pathfinder, Palladium and GURPS. That is just the ones I can think of.
Give me a game like Mothership any day of the week. I was looking into Traveler at the time Mothership was coming out, and I am glad it caught my eye. Such a good, creepy and challenging game that can be such a reward having a character actually live to another situation. It is the only other TTRPG my wife and friends play aside from D&D.
Stellar coverage on so many amazing games that I truly wish more folks would try out! ICRPG in particular was the main reason I decided to get into RPGS full time because of its no fuss ruleset that still delivers on amazing stories and intense gameplay. Looking forward to more videos like this, fantastic content as usual Baron!
Mausritter and Mothership are certainly my jam right now. I'd love to see you make more videos on the subject of these favorite RPG's of yours. I'm not sure there is good geopolitics content in Mothership ATM, but looking at it for a Mausritter hexmap or third party suppliment could be cool.
One of, if not the best guides for Gamemasters I've ever read is West End Games' "The Gamemasters Handbook". This is not a rules guide, it is a book of advice for gamemasters and, though it's a part of the d6 Star Wars RPG, it's advice and tips can be applied to any roleplaying game. One of my favourite sections is the one which covers running epic battles like The Battle of Hoth without a mass combat system and, at the same time, making the PCs actions the linchpin of the battle (or, at least, one of the most important ones). I haven't just read this system for running a cinematic battle in the game, I've implemented it on several occasions in both Star Wars and D&D. Not only does it work great but it doesn't slow down the game or turn a roleplaying session into a strategy game, but it also feels like a battle scene in a movie and makes the characters the heroes. When done right it is extremely rewarding.
Some great recommendations. Thank you! I have to say, Apocalypse World (and the many games it has now inspired) have had such a dramatic impact on me that I honestly find it difficult to look at RPG design without it. It fundamentally reshaped the way mechanisms and narrative feel like they should interact within a game and what elements of a character ought to be emphasized. Add on to that all the various GM tools that the system introduced to help manage a game so fluidly and consistently...yeah, it's hard for me to return to more traditional system designs anymore. Even when I do, I can't help but borrow so much of Apocalypse World's sensibilities and structure. I think it was the most influential RPG lineage that I've encountered since I started in the hobby some 27 years ago. Seriously.
@@benvoliothefirst It's certainly a very different creature than most "traditional", D&D-type RPGs. And while Dungeon World isn't my favorite (or, IMHO, the cleanest) iteration of the PbtA system, it still follows most of the basic structure. It's tough to explain without going into a whole lot of detail but he biggest elements that set it apart for me are a) more authority given to players to shape the narrative of an encounter/scene/etc., b) more emphasis through the use of abstracted tools for the GM to track "big picture" elements of the story and c) the idea of consequences or sacrifice for most actions taken by the PCs (through the dice resolution system that means for most actions to succeed, a setback or complication must occur). I'm happy to dive more into specific elements but again, there's just a lot to talk about, I think. What is it that you find the most difficult when it comes to trying to get a grasp on how the game works?
Thanks Baron, ICRPG is awesome, Five Torches Deep has some awesome rules. I am looking forward to my Mothership Kickstarter. Mausritter seams really cool!
So I’ve been on hiatus from my online group due to poor work -life balance and was on the point of rejoining, but they said they were going to be playing Mausritter and I thought meh. I’ve been on a social media fast and avoiding UA-cam, but under the influence of a Mr Johnny Walker thought I’d allow myself just one video and randomly this was it. In a little over 3 sentences, my RPG shopping (or free pdf) list has got even longer and I’m totally sold on Mausritter! I’m new to your channel - thank you!
Games that aren't D&D that I cut my teeth on and would go back to include, but aren't limited to: High Fantasy, Traveller, Boot Hill, and Champions. Later in my gaming history include: Call of Cthulu, WEG Star Wars RPG, Leading Edge Games' Phoenix Command, and Palladium RPG. Space Opera was an early entry and fun, so a good runner-up to Traveller. Lately: The Expanse RPG. I like the mechanics for that game.
I couldn’t get into Maussritter, or any of the “Odd” games specifically because of the “always hit in combat” mechanic. It always felt like your character wasn’t ever really improving. You just either got more HP or avoided fights. I know it is not a combat game and avoiding fights is important! For my favorites, Fate is top of my list. I love it so much with how versatile it is. Just getting players to unlearn other systems (mainly D&D) can be the biggest hurdle. More traditionally, I love Gumshoe and Pendragon! Forbidden Lands and DURF have taken my spots for fantasy games. I will always love Cyberpunk 2020 and I will always have a soft spot for Vampire and all of the World of Darkness lines. Same with Scion, Aberrant, and Exalted 2nd edition. I played a campaign with Burning Wheel! It’s interesting. I thought it would be heavily narrative focused, and a lot was. But we found the game so rigid and codified that we were almost hamstrung by rules. Also, the way the author talks AT you and down to you through the book really got under my skin lol. But we were able to make some really interesting characters!
I've followed you since your first video, and despite having a high standard from the very start you have managed to improve greatly. I can't wait to see how far you will go.
One game that is worth having a look at is Smallville, just for the way it blends character creation with world building. When you're making your characters, you're building connections with the other players and with the world, creating the locations you'll be playing in and the NPCs that you'll be interacting with. Everything and everyone is interconnected and it can result in some truly unique settings.
Two games that radically changed the way I look at RPGs and how rulesets influence gameplay and roleplaying choices are Amber and the first ed of Conspiracy X. Amber is great for allowing you understand that quantifiable abilities can be used to determine outcomes without resorting to a RNG, that relative abilities and narrative can be used to determine encounters without seeming abitrary. ConX is damn near impossible to play like a standard fight and loot game. But it makes influence and machinations so much more fluid and an integral part of what the players do. Who you know, who you can influence, and what resources you can call on become far more important than effective you are in combat. We used the system in a modified form to run a small politics and intrigue adventure in Waterdeep.
Nice selection here! You mentioned, that you use Ciarn for corporate team building. Do you have any insights on that in general? It's something I have been thinking about offering.
What you said about fate hits home, I loved the idea of it when I first learned of it a few years back. I ran a session for a group and one player did not enjoy it so I didn’t play for a long time. And present day I’m about 5 sessions I to a campaign and it’s good fun but I can’t help but feel like I’m falling short when playing it, I dont think my players are goblin skull cracking only type players, but I do see that you really need a narrative motivated and narrative/“put your ideas out there” confident group to really let fate shine. With aspects, compels, stunts. Everyone says they enjoy it and are having fun and they love the world we made together, and I’ve had my Players express that they like just thinking what they want to do and it happening because of aspect permissions, and the “what do you want to achieve” nature of the actions. Compared to DnD which can feel restrictive. That being the only other ROG they played and have ever played as their brand new to TTRPG but I can’t help the feeling I still don’t have a great grasp on fate even after going back and forth a few times through many resources. It’s not that it’s mechanically complex it’s more unexpectedly obtuse to ME at times . It says rules lite but there’s quite a bit there especially in core, contests conflicts and challenges, team work rolls, different NPC types. Etc. I like it and wouldn’t say it’s bad but maybe I would say the execution of it all could have been better, I just feel like fate could have achieved a lot more and be a part of more conversations up there with DnD and pathfinder etc. I will note that some of my criticisms might come from a bias of inexperience in my end and my own ability as a GM and role player
Wow, didn't know you've done a shout out to Tiny! Alan Bahr is amazing and everyone should look into his stuff ^^ My favorite one is Tiny Frontiers (sci fi)
This was delightful, would love a deep dive into the systems you liked or get a followup of more ttrpgs that catches your eyes in interesting ways. What is your opinion on Genesys? It being rather freeform with what it can be used for reminds me of what FATEs primary function is but I do know they function very differently.
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I really like Genesys / SW RPG. Played with it for 2 years.
Thank you for this video. Going to check a few of them out. One thing I will say though, is that from my own perspective as a long time Dm, that I'm thinking less and less about mechanics as I get more long in the tooth in this wonderful hobby/infatuation/alternate reality of ours. I run sit at the table campaigns, Primarily my own version of 5e that I called Heroic Tales. But I've also been working on another game I call Existence, that Started Life almost as a hybrid of Star Wars revised edition, with my own classes and some of my own rules thrown in, but now has elements of the 5E ogl thrown in, with again more of my own rules thrown in. I've used these rules to successfully run Star Wars, Fallout, Modern Day and Post Apocalyptic. Imho they work really well around a table especially with Minis or Token Markers, but I'm finding It a lot better running one on one sessions (which I do often with my wife) Sat on the sofa relaxing, with albeit Hybrid / Errata'd versions of games like Hunter the reckoning (ie) and Alien, etc. This is purely trying to find the most streamlined gritty system that helps the narrative flow without being too crunchy. I think overall it comes to what the table want too. With my regular group, if I presented a modern day detective campaign using hybrid Hunter the Reckoning rules most would enjoy it (Most like the World of Darkness system) But others just want to play 5E (or at least I'm blessed they all like my version of it). Either way I love RPG's in general so will definitely check out some of these games.
I finally understand why so many people I look up to say Pendragon is the best game of all time. 3 IRL years into my game of it, I cant help but agree.
Nice to see Diogo Nogueira's Running of Time mentioned. His Sharp Swords and Sinister Spells was the game that got me hooked into OSR. Funny thing,I heard about the game first in a Medium about Fate Core.
I would throw in Ars Magica for it's.... 1. Worldbuilding using a historical setting (which makes it super-easy to research), but in a way that can integrate supernatural elements. 2. The best example of troupe-style play that I've seen (each player has a primary mage character, but ALSO has a secondary character that usually is linked to a different player, and ALSO can create minor characters to supplement a scene whenever they feel like it.) Plus, other players are assumed to be running adventures for the group, in addition to the primary Gamemaster. 3. Character progression as something that occurs over years and decades, as opposed to individual episodes in the PC's lives. Taken as a whole, Ars Magica lets the players create an entire community, which takes on a life and story of its own.
I think he's too hard on Fate. The original Fate Core book could be difficult to digest, but the game is really not that hard and the newer Fate Condensed book really tells you everything you need to know in a cleaner, clearer, shorter, and more easily digestible package. Fate is great, but don't try to play it like D&D. It's not a game about killing, looting, and leveling from zero to hero. D&D is a game that teaches loss aversion. You want to maximize your wins and avoid losses. Fate is a game that more emulates fiction. Where you ideally already start off as competent. You might lose some fights and suffer setbacks (like in fiction), and sometimes as a player may even welcome complications for your character because they may help propel you to a later win.
I love all the choices that you listed. I would add, for variety the following for your consideration. Tricube Tales, EZD6, Neon City Overdrive, When the Moon Hangs Low, Crescendo of Violence, They Came From Beyond the Grave!, and Knights of the Round: Academy. Many of these games are great with unique mechanics and if you like alternatives to the d20 they are great choices. I also like the 2D20 system, but I have only read Dishonoured and DUNE. Both are good settings but I did not care for some of the mechanics around combat (just me personally the systems are great and I hope they come out with a game I will enjoy in the future).
I'm so jealous of Alan Bahr's Tiny D6 series; I independently developed a nearly identical game system decades ago, but never had the courage to publish it. Now if I did, I'd look like a copy cat.
I would love more videos focused on these individual rpgs, even if the videos were much shorter. One of the barriers to entry that I find is that there is such a small online community for anything other than 5e.
Questing Beast has tons of videos on different systems and all that, and also has a great email for things too
The communities are not small just way smaller than overhyped dnd. You still have thousands of players in other systems.
to be fair, it's not that any other community is small, it's that d&d players move into every space made to talk about rpgs in general and force out everyone else.
If you wanna talk about and find groups for other games, you have to go to their specific places.
It's one of the many reasons, and one of the few valid reasons amongst those many, that people dislike 5e so much.
Tiny Dungeon has an active and very friendly fan community on Facebook and on Discord. Just FYI.
FIST has an amazing community
*9 Favorite RPG Games (...and FATE)*
00:48 *_Into the Odd_* [Fantasy]
("Oddlikes": *_Cairn_* [Dungeon Crawling], *_Liminal_* [Investigative Horror], & *_Running Out of Time_* [Cyberpunk])
02:01 *_Mausritter_* [Anthropomorphic Animal Fantasy] / "Oddlike" system
03:02 *_Mothership_* [Cyberpunk / Splatterpunk Horror] / Percentile Dice system
05:20 *_FATE_* system / FUDGE dice system
07:02 *_Tiny D6_* system (Tiny Dungeon [Dungeon Crawling], Tiny Wastelands [Post Apocalyptic / Survival], Tiny Frontiers [Science Fiction]) / "D&D-like" d6-base system.
08:27 [West End Games] *_Star Wars_* RPG / *_WEG D6_* system
08:54 *_Burning Wheel_* / narrative play and d6-base dice pool system
09:21 *_Vampire the Masquerade_* RPG / _World of Darkness_ d10-base dice pool system
09:36 *_Index Card RPG_* system / "D&D-like" d20-base system.
(Comes with *_Alfheim_* [High Dark Fantasy] and *_WarpShell_* ["GrimDark" Space Fantasy]. *_Blood and Snow_* ["Blood and Thunder" Low Dark Fantasy game set in the Primeval era] is a separate worldbook.)
10:12 *_Five Torches Deep_* RPG [Dungeon Crawling] / "D&D-like" OSR system
If you like sitting at a table with friends and telling stories, there is a game for you in this list! Into the Odd, Cairn and Mausritter are my jam for sure!
also, fiasco is another interesting recomendation to add to that list
They're all "Oddlikes" so you don't need to learn a different system to play them.
@@DanielGalllego FIASCO is interesting, but it's an interactive improvisational game. It's good for actors and writers who are good at that kind of thing. It won't appeal to people who aren't quick, creative and able to work with others.
i'm starting with Cairn what do you think? Is it good? (we almost never played a rpg)
Sky'sEnd, if you're tired of dark, gloomy, mildew-ridden worlds
💫 Mage: the Ascension is my favorite game of all time. Your spellcasting ability is so heavily tied to your Paradigm that it's your imagination that limits you rather than your character sheet. Each character must explain how magic works from their own perspective, and coming up with your own metaphysics and helping them grow as you play is so satisfying and intellectually stimulating.
I’ve always been an awakening fan, but looking back even further, Ars Magica is my jam. I really love the spellcasting in these games
@@03dashk64 Awakening has the benefit of being in a more modern system, but it stripped away a lot of the metaphysical character building that distinguished the previous game from any other RPG and removed a lot of the consequences for failure that encouraged players to be more thoughtful about their spellcasting. It's good, but I'd encourage you to read some of the older books and see if they seem interesting to you.
Mage the Ascension completely change how I see magic in games. I was never a fan of D&D's magic, but after Mage, I can't stand it.
@@ardentdrops yeah thanks! I have read through both, along with the 20th anniversary edition! I liked the freedom of awakening spellcasting. I also really didn’t care for the ascension meta plot as much as the vampire one. But they are both good systems!
Yeah but very dependent on GM interpretation. Like, what can or can't you do with Coorespondence 3? That depends on your GM / Storyteller :D
Ran Mausritter this Halloween with a group of 8 adults(4 sets of 2 players controlling a character each) where all but 1 player have never played any RPG and it went extremely well, players engaged easily into the mechanics and the mindset despite having no clue about the the fundamentals of OSR play. They were using the tools at their disposal and thinking like a mouse with a bare minimum introduction.
Now making this into a regular group that is excited to play. If that isn't a hallmark of a well designed RPG then I don't know what is.
Of the ones you noted, 5 Torches Deep and Cairn are my go to but one you haven't mentioned in this list, Ironsworn, really pushes the mechanics for story telling and action resolution. There's even a way to montage combat so players don't slog for minutes rolling through mechanics.
Mausritter is an absolute blast to play AND to run. I definitely recommend the official adventure The Estate for it!
Our 3 alternative RPGs we played when we needed a break from DnD are: 1) Rune Quest; 2) Traveler; and 3) Call Of Cthulhu. Fun times.
Mausritter is a masterpiece game. I am happy to see it get the recognition it deserves
My favorite RPG's
1-Cypher, 2-Teenagers From Outer Space, 3-Gamma World 4E(not based on D&D 4E), 4-All Flesh Must be Eaten, 5-Battlelords of the 23rd Century, 6-Pathfinder, 7-5E, 8-Palladium system, 9-AD&D, 10-Shadow of the Demon Lord and 11-Star Frontiers
You turned me onto Mausritter and it’s my new system for my kids and nieces and nephews.
Not that it’s not great for adults, but the younger crowd loves it.
when your game's first encounter is a cat, adults think of it as a horror game. lol.
Mausritter is the perfect entry point for getting young’uns into RPGs. And great for more experienced players too!
@@DungeonMasterpiece hey, do you think you could do a geopolitical analysis of Continent of the Witcher series? While it's not a typical ttrpg setting, it seems like it might have great geopolitical depth. Or maybe I just think that because the side quests are so juicy? 🤔
@@DungeonMasterpiece think about 5 meter tall angora cat that eat people and destroy village that would be epic battle
This video is really helpful, and like other comments here I’d really like to see longer videos on the nuances, strengths, and weaknesses of other systems.
I’ve really fallen out of love with 5e after DMing in it for 3 years now, and am excited at the idea of feeling energised by a ruleset that doesn’t feel like a struggle to keep together.
My favorite is the Hero System (aka the Champions System). I used to try a new system about once a year and tried the Hero System to play some super heroes but me and my group loved it so much that we found we were unable to play anything else. We would still try a new system once a year but shorty after we would get started we generally would have an irresistible call to convert it to the Hero System and just kept the lore and setting of the other system. We've played superheroes, horror, high and low fantasy, urban fantasy, scifi, gritty modern combat and even wargaming tabletop systems. Maybe me and my group are a bit odd but I never understood why it wasn't more popular, maybe its the weak lore, we would always use other systems for the setting. Or maybe its because it seems scary to learn but it really isn't much harder than several other systems we tried. But its great when anyone finds any system they love, 5e or other.
Savage Worlds has to be at the top of my list. It's a relatively light weight system-neutral game that excels at pulp action. So far I've used it for wild west, WWII, low fantasy, space horror, and even a Stargate rip-off, and it was a great fit for all of them.
2nd this. Best balance between being cinematic and having just enough crunch. Super easy to teach to new players.
If you haven't, you should really take one of the Gumshoe system games for a spin (Nights Black Agents is my favorite, but there are options). If you've ever waded through an exposition dump, hand-waved mechanics to ensure the plot goes on, or had your party stand around watching one character do all the interesting stuff, I think you'll find the way Gumeshoe handles investigation and discovery elevates it every bit as much as some of the games mentioned in this video are elevated by their handling of characters or world creation.
The one you should look into and play is Blades in the Dark by John Harper and Evil Hat Productions. It is essential reading for any one wanting to get better at running heists in any RPG system.
Long ago there was a RPG called DragonQuest (not the Japanese game of that name these days). Brilliant game. You assigned points to your stats from a pool, and it used very clever method to make all the characters different. There was a (1 column) table that you rolled on. The result showed how many total character points you could use, but also how high your highest stat could be. The higher your total stat pool, the lower the maximum stat could be. So you might have a guy with 1-2 really good stats, or a really well rounded character without any single high stat. Each weapon skill (or spell learned) was something you have to buy with XP, and you could buy ranks (rank 1, rank 2, etc). The chance of success increased with higher rank. The weapons were especially interesting. If you wanted to learn clubs, it cost very little to get skill in clubs, but you could only get a max of 3 or 4. Whereas with rapier, you could learn rank 10 with rapier but it rapidly became very expensive to progress. I think these are 2 of the most clever mechanics ever in RPGs. I also liked the action points, but it had some problems. These could easily be house-ruled, but the basic system gave you action points based on dexterity, and cheetahs ended up being the inordinately deadly because they got so many attacks. Like I say, it was fixable, but it gave reviewers a lot of fodder to laugh about (and in fairness, a lot of the jokes were hilarious... but I liked DQ better than D&D).
Eyyy! :D Thanks for linking my Mothership review, Baron! I love videos like this, but especially when it's based in actually playing the darn things. Time for me to go re-watch your FATE video... 👀 Also, that was the smoothest imaginable transition into an ad read, hahaha. Very nice.
Mausritter & Mothership lets go!!!
Mausritter faction rules are the single best I've read - and I've even written some!
It's great to hear you mention ICRPG - i've really been enjoying it for the past 1/2 year.
My favourite is a lesser-known polish system, Wolsung. I love how combat, pursuits and social encounters all run on the same set of rules, and it works great in the game's premise - steam/pulp action movie with lots of gadgets.
I play Rolemaster with adults and Cairn with my kids. That is the furthest stretch in rpg type imaginable, I guess, haha.
I can vouch for FATE . . . definitely hard to pick up, but I wanted to run an adventure based on the Dragonriders of Pern series for a few friends, and there were precious few systems that could handle that setting. I picked FATE and it worked well - the story necessitated more diplomacy and exploration than fighting, and my friends are all ex-theater kids, so they had a lot of fun building a narrative about their characters in the world.
Love the Dragon Riders of Pern series. It's not an exact analog, but one of the Cypher System books from MonteCooke games is a "Dino Riders" setting. I think it's called Predation. It's differentiated from the other Cypher System settings by giving every player a dinosaur they're bonded to. Also Cypher System has enough character options and variant rules systems that you could easily run more roleplay and intrigue focused campaigns with it.
I think he's a little too hard on Fate, personally. lol It takes getting used to, but it's not really "difficult"... it's really about letting GO of a lot of the need for structure and math that other systems get people used to. Most new people just think about it too hard. 🤷🏻
@@VanDavis I agree. I think he comes down too hard on Fate. I find that those that have mostly played D&D struggle the most getting Fate, while those who are completely new to RPGs or have played games that aren't too much like D&D have a much easier time. I think it is often more that primarily being exposed to D&D bakes in too many expectation of how RPGs work that it is hard for some folks to adjust.
Now, it is legitimate to say that the original Fate Core rulebook could have been more clearly written, but even with that criticism one should acknowledge that there is a more clear, more streamlined sourcebook for the majority of the core rules in the newer book "Fate Condensed".
Really glad I backed Mothership. There's been some delays on it coming to backers but when it does arrive I'll be cracking it open like a kid on Christmas.
Yeah! I'd like to hear your insights on a bit wider variety of RPGs
Though West End Games were known for their d6 system, their Shatterzone used 2d10s and optional cards. It also had good detailed books like their Star Wars line. Had much influence on my later GMing of sci-fi style games.
They had a few which used that 'Masterbook' system, such as Torg. Shatterzone was cool because it had the usual sci-fi tropes albeit with a definite cyberpunk attitude on top. Little things like the in-universe slang terms in the spaceship splatbook, listed for various space navy drudgery and horrible ways to die in space, the bits of extra flavoring was great. Some complained about the one-line die roll reference chart but it wasn't that big of a deal. Plus it had open-ended rolls and a tailored bell curve out of that so a cost-to-benefit thing.
I'd like to hear more about how you use Cairn (or any RPG) for Corporate Teambuilding.
I came to the comments to ask this as well
My favorite right now is the Cypher system. I love how lightweight it is while still having some actual mechanics and abilities. I’m a big “hand wave mechanics for fun” kind of DM, but D&D 5e (my old game) kind of breaks when you do that too much. Cypher is a game that’s nearly impossible to break on accident and I love being able to just on a whim throw out fun things enemies do or add extra effects to my players’ effects for them having cool narration.
I agree. We're currently playing a heavily hand waved cypher system game and it's still been a blast without breaking anything.
03:04
Mothership is fantastic. We're already totally hooked and cant wait to play more, the 1st edition boxset release is going to be HUGE.
Yes! I am eagerly awaiting my Kickstarter rewards for this. In the meantime, I am putting together what I am calling a Void Marches campaign (based on the West Marches style for D&D), where the "safe town/hub" is a, well, Mothership!
One of my most influential RPGs is one I've never played: 'Elfs' by Ron Edwards. The point is there is 1) what the character wants 2) what the player wants and 3) these can be radically different.
I like the sound of "Old School Rococo". Sounds like a good category for games like ItO.
Should take a look at Mörk Borg, Cy_Borg, and Death in Space! Think they're right up your alley.
Love Mausritter. Got the Boxset as well as the full box for the Estate Collection.
Also love Mothership and it's super active community. Pre-ordered the Kickstarter too
Mausritter makes me think of Watership Down, and I love that. I'll have to play it. Thanks for the recommendations!
There are also some more blatantly Watership down inspired TTRPGs out there too; Some more like typical kids animal cartoons, but others more hard-core and brutal. I think one is called Barren, or maybe Warren?
I just wanna give a shoutout to Shadow of the Demon Lord. Same author as the 3.5 D&D Elder Evils book. Easy and intuitive to play, modular character building in a way I adore. Lovely mix of fantasy, horror and apocalyptic. Also Riddle of Steel will always have a spot in my heart for being one of the crunchiest combat simulators I've ever had the pleasure of playing.
This!
Shadow of the Demon Lord is one underrated, highly adaptable system
SotDL is also a fairly easy switch for those stuck in D&D d20-land. The dark fantasy themes throughout are much more interesting IMO. Along with all the other advantages like the wide mix & match array of character advancement options.
Pleasantly surprised of your choices. Some I know nothing about, but refreshing to hear your commentary.
Side note, l was hit by wave of nostalgia when glimpsing the AH Outdoor Survival box on your bookshelf. I recall being a little kid in the 70s fascinated yet overwhelmed by that game. Love your channel.
Chronicles of Darkness and their books (Vampire the Requiem, Promethian, Geist, etc.) are a nice alternative to the WoD books, I like that one can be an animal indefinitely as you wish through Protean.
Surprised you didn't include any of the Apocalypse World games. I'm pretty sure you've mentioned them before. I definitely feel Vincent Baker's additions to role playing have greatly impacted the industry. They certainly left a huge mark on me
Some of these games I never heard of but now I want to give them a look. Honestly I recommend people to play, at least once in a while, play games that are different from what you usually play. Don't just switch from D&D to Pathfinder for a oneshot, try Vampire, Call of Cthulu, go do wacky things on Savage Worlds or even GURPS. Getting out of the comfort zone can be quite good to expand your view on how TTRPGs can be played.
GURPS is good - Shame that it is always seems to be the "Plan B" of RPGs, so much good information there.
@@icewolf1911 For me GURPS feels way less approachable for a new GM. I admire the idea behind it, and the amount of fan and offical content it has, but it feels overwhelming for someone not used to it. Even if you use a small amount of the rules, you still have to go through many of them just to decide which you want to use. Or at least that is my experience.
I would like to try it one day, but only after seeing like, several guides and summaries of the rules.
@@ZelphTheWebmancer GURPS (3rd Ed.) wasn't the first game I ever ran (L5R 1st edition), but I got into GURPS pretty well. I don't think it is as intimidating as people want to make it out to be. 3d6, and roll under skill or otherwise-default. Then complicate that basic mentality with whatever additional rules you feel you need. In that respect I've found it fairly liberating. Scale the opening Points to build character with to the amount of "crunchy" you want I suppose.
My favorite rpg is the Mountain witch. It's short, simple and good at producing interesting stories
I got a kick out of the "old school R what ever it is"
That's a top tier list you got
Burning Wheel is awesome, but damn, is there a learning curve. And it does not handle multiple combatants well. But its Duel of Wits is a brilliant mechanic. I played quite a bit of Burning Wheel back in the day. As for Star Wars, yeah, great game system.... I did a ton of artwork for it back in the day before West End Games went belly up and socked me with 1000s of dollars of lost wages. Still, it is a brilliant system. I am a bit surprised you didn't mention any Play be the Apocalpyse games.
You should check out Ars Magica. It is the precursor to both Vampire and 3rd ed D&D. I even got to write a little bit for Ars Magica 5th edition.
That is a good list. I also like taking a look at games I do not like and finding the gems in them.
5:43 "honesty the rule book is written with such a deep lack of self-awareness that it reads almost like browsing technicaldocumentation for an internal corporate business process"
🤣
👏👏
Another couple games I would like to recommend you take a look at, if you haven't already.
My all-time favorite rules system and game mechanic is from Cyberpunk 2020 (R. Talsorian). It is a relatively simple system to learn, with a relatively straightforward d10 mechanic, and entirely skill based with no levels, but looking back at it from the modern day I can see how this system actually had some influence on the development of D&D 3.0 and 3.5, but it is both much deeper and much more flexible than any version of D&D.
Another great game, if you can find people willing to play it, is Kult. This is the ideal game for a Hellraiser type of game, but also covers the gamut of the horror genre, and can really get heavy into both psychological terror and body horror. Very gritty, very adult-themed, and with a good GM the game will leave the players questioning not just their characters' emotional state but their own as well.
Was very stoked to see ICRPG showcased here. It's so fun and flexible and somehow manages to stay simple in the best way. It's how introduce new players to the hobby, but I always feel free to make it my own. Breadth AND depth!
Tbh i read the book and dm part is so fucking good. Like i never saw a book who talk so deeply on encounter designs
A system I'd gladly recommend is "Shadow of the Demon Lord"- my current personal favourite
The base rules are quite simple & effective, and the options for character building are extremely varied
The base aesthetic leans heavily into horror/dark fantasy, but the customization options can easily work for any fantasy setting you'd like
The Storyteller system featured in the assorted releases by White Wolf appeals to me in its fundamentals of dice pools, success accumulation protracted tests, flexible relationship between scene length in narrative and gameplay sense, as well as encouraging building characters with multiple specialties to give them something to do both in and out of combat. Even though it is hard to outright recommend given how pretty mucch all iterations of it would require extensive house ruling pretty fast into a given campaign run.
RPG's I have played since 1982. EVERY version of D&D, including Skill & Powera. Gamma World, Star Frontiers, Boot Hill, Mechwarrior, Twilight 2000, Shadowrun, Cyberpunk, Space 1889, Car Wars, Top Secret, Lords of Creation, Paranoia, Pathfinder, Palladium and GURPS. That is just the ones I can think of.
Stars and Worlds Without Number come highly recommended when it comes to worldbuilding.
Have an odd feeling this video is going to get a lot of traffic soon.
Give me a game like Mothership any day of the week. I was looking into Traveler at the time Mothership was coming out, and I am glad it caught my eye. Such a good, creepy and challenging game that can be such a reward having a character actually live to another situation. It is the only other TTRPG my wife and friends play aside from D&D.
Stellar coverage on so many amazing games that I truly wish more folks would try out! ICRPG in particular was the main reason I decided to get into RPGS full time because of its no fuss ruleset that still delivers on amazing stories and intense gameplay.
Looking forward to more videos like this, fantastic content as usual Baron!
Brennan Lee Mulligan and Burning Wheel! Huzzah!
Mausritter and Mothership are certainly my jam right now. I'd love to see you make more videos on the subject of these favorite RPG's of yours. I'm not sure there is good geopolitics content in Mothership ATM, but looking at it for a Mausritter hexmap or third party suppliment could be cool.
What is your thoughts on palladium rpg system
One of, if not the best guides for Gamemasters I've ever read is West End Games' "The Gamemasters Handbook". This is not a rules guide, it is a book of advice for gamemasters and, though it's a part of the d6 Star Wars RPG, it's advice and tips can be applied to any roleplaying game. One of my favourite sections is the one which covers running epic battles like The Battle of Hoth without a mass combat system and, at the same time, making the PCs actions the linchpin of the battle (or, at least, one of the most important ones). I haven't just read this system for running a cinematic battle in the game, I've implemented it on several occasions in both Star Wars and D&D. Not only does it work great but it doesn't slow down the game or turn a roleplaying session into a strategy game, but it also feels like a battle scene in a movie and makes the characters the heroes. When done right it is extremely rewarding.
Some great recommendations. Thank you! I have to say, Apocalypse World (and the many games it has now inspired) have had such a dramatic impact on me that I honestly find it difficult to look at RPG design without it. It fundamentally reshaped the way mechanisms and narrative feel like they should interact within a game and what elements of a character ought to be emphasized. Add on to that all the various GM tools that the system introduced to help manage a game so fluidly and consistently...yeah, it's hard for me to return to more traditional system designs anymore. Even when I do, I can't help but borrow so much of Apocalypse World's sensibilities and structure. I think it was the most influential RPG lineage that I've encountered since I started in the hobby some 27 years ago. Seriously.
Fascinating. Can you elaborate? I'm struggling to wrap my head around Dungeon World.
@@benvoliothefirst It's certainly a very different creature than most "traditional", D&D-type RPGs. And while Dungeon World isn't my favorite (or, IMHO, the cleanest) iteration of the PbtA system, it still follows most of the basic structure. It's tough to explain without going into a whole lot of detail but he biggest elements that set it apart for me are a) more authority given to players to shape the narrative of an encounter/scene/etc., b) more emphasis through the use of abstracted tools for the GM to track "big picture" elements of the story and c) the idea of consequences or sacrifice for most actions taken by the PCs (through the dice resolution system that means for most actions to succeed, a setback or complication must occur). I'm happy to dive more into specific elements but again, there's just a lot to talk about, I think. What is it that you find the most difficult when it comes to trying to get a grasp on how the game works?
Thanks Baron, ICRPG is awesome, Five Torches Deep has some awesome rules. I am looking forward to my Mothership Kickstarter. Mausritter seams really cool!
So I’ve been on hiatus from my online group due to poor work -life balance and was on the point of rejoining, but they said they were going to be playing Mausritter and I thought meh. I’ve been on a social media fast and avoiding UA-cam, but under the influence of a Mr Johnny Walker thought I’d allow myself just one video and randomly this was it. In a little over 3 sentences, my RPG shopping (or free pdf) list has got even longer and I’m totally sold on Mausritter! I’m new to your channel - thank you!
Recommended at the perfect time.
Games that aren't D&D that I cut my teeth on and would go back to include, but aren't limited to: High Fantasy, Traveller, Boot Hill, and Champions. Later in my gaming history include: Call of Cthulu, WEG Star Wars RPG, Leading Edge Games' Phoenix Command, and Palladium RPG. Space Opera was an early entry and fun, so a good runner-up to Traveller. Lately: The Expanse RPG. I like the mechanics for that game.
Star Wars d6, eh?
An elegant system, for a more civilized time.
Agreed!
I couldn’t get into Maussritter, or any of the “Odd” games specifically because of the “always hit in combat” mechanic. It always felt like your character wasn’t ever really improving. You just either got more HP or avoided fights. I know it is not a combat game and avoiding fights is important!
For my favorites, Fate is top of my list. I love it so much with how versatile it is. Just getting players to unlearn other systems (mainly D&D) can be the biggest hurdle.
More traditionally, I love Gumshoe and Pendragon! Forbidden Lands and DURF have taken my spots for fantasy games. I will always love Cyberpunk 2020 and I will always have a soft spot for Vampire and all of the World of Darkness lines. Same with Scion, Aberrant, and Exalted 2nd edition.
I played a campaign with Burning Wheel! It’s interesting. I thought it would be heavily narrative focused, and a lot was. But we found the game so rigid and codified that we were almost hamstrung by rules. Also, the way the author talks AT you and down to you through the book really got under my skin lol. But we were able to make some really interesting characters!
I've followed you since your first video, and despite having a high standard from the very start you have managed to improve greatly. I can't wait to see how far you will go.
Solid.
One game that is worth having a look at is Smallville, just for the way it blends character creation with world building. When you're making your characters, you're building connections with the other players and with the world, creating the locations you'll be playing in and the NPCs that you'll be interacting with. Everything and everyone is interconnected and it can result in some truly unique settings.
I wish you'd take a look at Amber Diceless RPG, I think you'd like it.
This is one game that made me rethink my approach to GMing and playing.
This made me want to try Cairn, Mausritter’s PDF, mothership’s pdf, and honestly every single other one mentioned!!
Two games that radically changed the way I look at RPGs and how rulesets influence gameplay and roleplaying choices are Amber and the first ed of Conspiracy X.
Amber is great for allowing you understand that quantifiable abilities can be used to determine outcomes without resorting to a RNG, that relative abilities and narrative can be used to determine encounters without seeming abitrary.
ConX is damn near impossible to play like a standard fight and loot game. But it makes influence and machinations so much more fluid and an integral part of what the players do. Who you know, who you can influence, and what resources you can call on become far more important than effective you are in combat.
We used the system in a modified form to run a small politics and intrigue adventure in Waterdeep.
Nice selection here!
You mentioned, that you use Ciarn for corporate team building. Do you have any insights on that in general? It's something I have been thinking about offering.
somewhere in my backlog ive got a video talking about this.
Good to meet you 😊- i have been playing D&D but im still learning, i have like 10 adventure books, but i like making my own , based on shows i like.
What you said about fate hits home, I loved the idea of it when I first learned of it a few years back.
I ran a session for a group and one player did not enjoy it so I didn’t play for a long time.
And present day I’m about 5 sessions I to a campaign and it’s good fun but I can’t help but feel like I’m falling short when playing it, I dont think my players are goblin skull cracking only type players, but I do see that you really need a narrative motivated and narrative/“put your ideas out there” confident group to really let fate shine. With aspects, compels, stunts.
Everyone says they enjoy it and are having fun and they love the world we made together, and I’ve had my Players express that they like just thinking what they want to do and it happening because of aspect permissions, and the “what do you want to achieve” nature of the actions. Compared to DnD which can feel restrictive. That being the only other ROG they played and have ever played as their brand new to TTRPG but I can’t help the feeling I still don’t have a great grasp on fate even after going back and forth a few times through many resources.
It’s not that it’s mechanically complex it’s more unexpectedly obtuse to ME at times .
It says rules lite but there’s quite a bit there especially in core, contests conflicts and challenges, team work rolls, different NPC types. Etc.
I like it and wouldn’t say it’s bad but maybe I would say the execution of it all could have been better, I just feel like fate could have achieved a lot more and be a part of more conversations up there with DnD and pathfinder etc.
I will note that some of my criticisms might come from a bias of inexperience in my end and my own ability as a GM and role player
I needed this as much as I need air to live, thank you :3
You have convinced me to buy mausritter. Well done!
Wow, didn't know you've done a shout out to Tiny! Alan Bahr is amazing and everyone should look into his stuff ^^ My favorite one is Tiny Frontiers (sci fi)
I just started a Tiny d6 campaign.
This was delightful, would love a deep dive into the systems you liked or get a followup of more ttrpgs that catches your eyes in interesting ways.
What is your opinion on Genesys? It being rather freeform with what it can be used for reminds me of what FATEs primary function is but I do know they function very differently.
I really like Genesys / SW RPG. Played with it for 2 years.
Genesys is a little heavy from what I experienced, and I much prefer the Cypher System as simple to use narrative driven system.
Thank you for this video. Going to check a few of them out. One thing I will say though, is that from my own perspective as a long time Dm, that I'm thinking less and less about mechanics as I get more long in the tooth in this wonderful hobby/infatuation/alternate reality of ours. I run sit at the table campaigns, Primarily my own version of 5e that I called Heroic Tales. But I've also been working on another game I call Existence, that Started Life almost as a hybrid of Star Wars revised edition, with my own classes and some of my own rules thrown in, but now has elements of the 5E ogl thrown in, with again more of my own rules thrown in. I've used these rules to successfully run Star Wars, Fallout, Modern Day and Post Apocalyptic. Imho they work really well around a table especially with Minis or Token Markers, but I'm finding It a lot better running one on one sessions (which I do often with my wife) Sat on the sofa relaxing, with albeit Hybrid / Errata'd versions of games like Hunter the reckoning (ie) and Alien, etc. This is purely trying to find the most streamlined gritty system that helps the narrative flow without being too crunchy. I think overall it comes to what the table want too. With my regular group, if I presented a modern day detective campaign using hybrid Hunter the Reckoning rules most would enjoy it (Most like the World of Darkness system) But others just want to play 5E (or at least I'm blessed they all like my version of it). Either way I love RPG's in general so will definitely check out some of these games.
I wanna play Mothership so badly
I finally understand why so many people I look up to say Pendragon is the best game of all time. 3 IRL years into my game of it, I cant help but agree.
I'm very much looking forward to this...
Ya CollabsWithoutPermission permission! Super underrated channel!
I'd love to hear your thoughts on Traveler!
Nice to see Diogo Nogueira's Running of Time mentioned. His Sharp Swords and Sinister Spells was the game that got me hooked into OSR. Funny thing,I heard about the game first in a Medium about Fate Core.
I would throw in Ars Magica for it's....
1. Worldbuilding using a historical setting (which makes it super-easy to research), but in a way that can integrate supernatural elements.
2. The best example of troupe-style play that I've seen (each player has a primary mage character, but ALSO has a secondary character that usually is linked to a different player, and ALSO can create minor characters to supplement a scene whenever they feel like it.) Plus, other players are assumed to be running adventures for the group, in addition to the primary Gamemaster.
3. Character progression as something that occurs over years and decades, as opposed to individual episodes in the PC's lives.
Taken as a whole, Ars Magica lets the players create an entire community, which takes on a life and story of its own.
I've been jonesing to play Mausritter for literal years.
Fate scares me lmao
I think he's too hard on Fate. The original Fate Core book could be difficult to digest, but the game is really not that hard and the newer Fate Condensed book really tells you everything you need to know in a cleaner, clearer, shorter, and more easily digestible package.
Fate is great, but don't try to play it like D&D. It's not a game about killing, looting, and leveling from zero to hero. D&D is a game that teaches loss aversion. You want to maximize your wins and avoid losses.
Fate is a game that more emulates fiction. Where you ideally already start off as competent. You might lose some fights and suffer setbacks (like in fiction), and sometimes as a player may even welcome complications for your character because they may help propel you to a later win.
I like Swords & Wizardry really good entry level rpg and also cheap (there's a free pdf if im not mistaken)😊
Love Into the Odd, and I definitely need to play Mausritter at some point. Its just such a dang charming game.
Also Momboat is incredible
Almost the same list here. Every one is a gem. I missed Blades in the Dark and PbtA games, but it's your list, not mine.
That sponsor transition was so smooth I slipped on it and was caught by the alien horror chasing me
I love all the choices that you listed. I would add, for variety the following for your consideration. Tricube Tales, EZD6, Neon City Overdrive, When the Moon Hangs Low, Crescendo of Violence, They Came From Beyond the Grave!, and Knights of the Round: Academy. Many of these games are great with unique mechanics and if you like alternatives to the d20 they are great choices. I also like the 2D20 system, but I have only read Dishonoured and DUNE. Both are good settings but I did not care for some of the mechanics around combat (just me personally the systems are great and I hope they come out with a game I will enjoy in the future).
Mothership is friggin' amazing, y'all!
You are so right about Burning Wheel. Would love to see Critical Role use it as the base for its future campaigns.
I would love to hear your take on Ars Magica
As a gm running Vampire is amazing!!
I'm so jealous of Alan Bahr's Tiny D6 series; I independently developed a nearly identical game system decades ago, but never had the courage to publish it. Now if I did, I'd look like a copy cat.
YA! UP NEXT, MY FAVORITE MILKS THAT DOESN'T COME FROM COW! NUMBER ONE: ALMOND! THAT'S A GOOD MILK!