Hi, I was writing a campaign setting that was meant to be a heavy metal, sword and sorcery, Robert Howard style setting.

Trouble is I’m stuck for a system, initially I went with DnD 5e just cos it has so many tools for making monsters and encounters, but then I picked PbtA as a particularly troperific system.

Now I’m kinda stuck, cos PbtA doesn’t seem to have as much meat on it. Anyone have any advice or suggestions for systems?

7 points

Savage Worlds might be more what you’re looking for. A bit more crunch than PbtA but not as much crunch as 5e or PF2, also there would be less work to convert the setting you’re creating.

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@Dee @AccoSpoot @rpg #SW is a good d&d adjacent option between new- and old-school. If you’re looking a more contemporary aesthetic then #Lucky13 is an option.

https://solariangames.com/the-lucky-13-game-engine-is-free-to-use-in-your-own-game/

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@Dee @AccoSpoot @rpg and if you want more solidly old-school then #TheSystem is an option

https://newbigdragon.com/the-system.html

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Hi there! Looks like you linked to a Lemmy community using an URL instead of its name, which doesn’t work well for people on different instances. Try fixing it like this: !rpg@lemmy.ml

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5 points

mork borg bills itself as light on rules, heavy on everything else, I wouldn’t recommend it for what you’re thinking of but it’s a great game that’s always worth checking out.

swords of the serpentine is a gumshoe system built from the ground up for sword and sorcery. definitely worth checking out.

If you want something in the vein of Robert Howard and Michael moorcock, barbarians of lemuria takes heavy inspo from both

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4 points

If it’s sword and sorcery you’re looking for you should definitely check out Barbarians of Lemuria.

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3 points

I have tried several times to grok PbtA’s appeal and don’t get it. So you’re not alone here.

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1 point

Having run Root by Magpie Games a few times, I’ve really enjoyed how cinematic it feels. DND combat can be very fun and tactical, but it can also drag as players have to use turns to prepare attacks and then go sit in the back of the line for 10 minutes. PBTA on the other hand always felt quick and quirky with the different playbook abilities. But it’s of course not going to be as deep as a crunchy game, and therefore I dont think it suits OPs needs

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1 point

I think the problem is that I was playing cinematic-feeling games beginning in the '80s. (Late '80s, to be fair.) A game being “cinematic” isn’t new to me. And the parts of PbtA that are actually new … I just don’t grok the appeal of. As in I don’t like it and I don’t understand what it is people who like it see in it.

I don’t like Savage Worlds, as an example, but I see what some people enjoy in it. It’s just not for me. I can see what they were going for. I can see how someone might enjoy the outcome of it. I just happen to not like the system. Ditto for GURPS or even D&D: I don’t like it, but I see what the appeal could be.

With PbtA I don’t understand it enough to even see what it is people like about it. And I can’t find an “explain like I’m five” overview that closes that comprehension gap. All of the intros seem to presume I know what’s appealing and are intent on showing me how to do it. None of them explain the actual appeal, leaving me lost.

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1 point

Fair point. Part of it could be I’m younger and a majority of my experience is in 5e. I’ve been branching out lately though, and while I enjoyed PBTA, perhaps I’ll find something that hits that niche better

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1 point

I’m not a super experienced pbta player, mainly have only run dungeon world, but I love it because how rules light it is and I can just run the game mainly like having a fun conversation with the players. Once players kind of grock how the system works, it can be very freeing in what they can do. Like they don’t have to think too much about specific abilities in their character sheet and can just say/act what makes sense in the situation. “Since I’m behind the baddie,I grab him by his tail and try to pull him away from…” And then there’s a very simple move. “Okay cool, roll+str.”

Then there’s a quick resolution after the quick die roll. It’s fast paced and keeps the scene moving. There’s no rolling on my part. I don’t have to just tick off some hp when players attack or get attacked but can throw in all sorts of fun, random stuff, and players can do the same. I also then don’t have to track whose turn it is with initiative or whatever, I just turn to whoever it makes logical sense to do something or whoever speaks up with another thing they want to do.

I would say the game is definitely not for those that enjoy the tactical combat of games like dnd, but personally I hate that.

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2 points

If you’re going for something mostly about the world you play in, the characters, ambiance, … I wouldn’t go to deep with a system. Keep it simple like a d100 basic system or something. Else it will take away from the roleplay and occupy the space in your games. My worst experiences in trpg were with systems with two many steps for a roll, too many rules to keep up with, that kind of stuff. The more time passes the less rules I want, give me a few attributes and skills with a d20 or d100 and let’s go!

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