I love Pathfinder 2E! I'm a pretty new player, but it's captured my heart. The three-action economy is great and offers so much freedom. The characters are INSANELY customizable, and I love how multiclassing works. And to top it all off, everything you need to play is free! Only the lore and campaigns have to be purchased. Plus, iirc, Paizo has vowed never to use generative AI in their works!
Dungeon crawl classic, start with 3-5 level 0 chars each and hope the best rolled character survives the initial onslaught. Using magic is dangerous, a miscast spell could leave you disfigured or worse. Thick boy rule book.
Oh I can do both. Though it's not necessarily that I think 5e sucks, (maybe 5.5e does though I don't know it well), but rather that Wizards of the Coast/Hasbro sucks and I refuse to continue to support them.
Although I do have to thank them since I very likely would not have explored other systems so vigorously had they not so visibly shown how greedy they've become.
GURPS is my go-to system. It's incredibly flexible, both in what it allows you to do as a player, and what kind of game you can run as a GM.
It's an older system, and by default is rather simulationist - it grew out of the same tabletop wargaming that D&D did, and tends to take a more realistic approach to what players can do than more narrative systems. I like some of the more narrative systems as well - Starforged is my other go-to system - but the characters always feel a little more loosely defined to me. GURPS is perfectly happy saying "okay, you can fly, you can turn invisible, and you can't be killed" - but if you want to make your character more nuanced, it's not only possible, but encouraged!
On the other hand, if you just want to throw something together and go, you can do that too! One of my players has a character sheet that consists of their racial abilities, 5 or 6 regular skills, and a high level "Security!" wildcard skill. And 3 guns. They're a nightmare in combat, because "Security!" is their all-in-one skill with pistols and melee combat, along with anything else a person with a security background would be expected to know - it's been rolled against to evaluate patrol schedules, reading a foe's body language, and shadowing a mark, among other things. That character plays alongside someone with three different templates (classes), a mount, a bevy of different equipment options, and something like 55 different skills - because that player -wanted- that kind of detail. And they're both very effective in their domains, and play off of each other well.
That's the thing that really sticks out to me about GURPS - it's very playable with a very minimal ruleset (GURPS Ultra-Lite is free, and 2 pages - http://www.sjgames.com/gurps/books/ultra-lite/), and can seamlessly expand when you want more detail. And not only are there a lot of options for that detail, they also show their work - so if you're still missing something, you can generally still come up with reasonable rules. It just gets a reputation for being super complicated because the people who discover it tend to get excited and throw everything in...
Thank you for sparing me the rant I was inhaling to deliver.
The system is so good. You wanna run a political intrigue campaign? Great! Not only are there dozens of skills to navigate the nuances of that style, but there are multiple supplemental guides if you want to get real nitty gritty. You wanna run a hyper-tactical combat heavy campaign? Great! The combat can be extremely rich, with an entire book dedicated to Martial Arts.
You can run any setting you can think of: sci-fi, fantasy, modern, historical, cinematic, realistic. The mechanics are there. But the base system is so simple and modular, you can run it off an index card. I almost think of it less as an RPG than an RPG engine. You really can adapt it to any kind of game concept.
I used to play Cyberpunk with GURPS rules. It was great.
The Secret Service has traced your IP address and is converging on your location as we speak.
Hexxen is pretty amazing. The rules are extremely simple, but maintain enough complexity to still be fun and it knows what it wants to be and focuses on its core goals. Investigation is fun and engaging, combat is fast and dangerous, but not necessarily deadly and there are numerous interesting character classes that you can combine to build exactly the witch hunter you want.
Other than that, I'm working on my own system with a combat experience similar to DnD, but the social complexity and character customisability of The Dark Eye.
let me tell you about daggerheart!
having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i've found a system that does a lot of what i've been after in a system and i'm hoping that it's popularity continues to grow.
things i like:
- new player friendly (either new to ttrpgs or new to this system particularly)
- heroic curve for player actions (2d12 > 1d20)
- narrative driven, but still tied to mechanics (in combat action doesn't grind to a halt, which allows for a flow that i more appreciate.)
- degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
- hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there's a tangible correlation between failure and the walls closing in.)
- the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
- the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don't do, do a bad job at getting across, or gms/dms don't take into account. i like being a fan of my players. i do not like the 'me vs them' mentality of running a game. this is the player's story, i'm just furnishing it with extra layers and adding complications when things don't go their way.)
if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn't pull it's punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.
other systems that i've eyed but haven't had a chance to play yet:
- delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it's like call of cthulhu but you hate your job and you want to go home.)
- lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
- the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what's left behind after nature takes back the planet)
- mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.
as a last point, i think it's okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we're most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it's popular and the people i play games with know it well. they're the same people i've been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i'm not a fan of d&d anymore. mostly because i've grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that's the primary goal, so whatever you use to facilitate that is fine. just don't close the door on criticism because you don't want to hear anything negative about what makes you happy. open the door to new things.
I'm a fan of old-school Shadowrun (2nd ed.); it didn't matter how bad-ass your character was, you could get killed by a lucky shot from a punk with a zipgun. It kept the grime of Cyperpunk, and added fantastical elements to it. IMO, it required more role-playing than is strictly necessary in a lot of D&D games, because going in guns blazing all the time was almost certain to lead to death; properly played (IMO), the GM should be brutal in how they handle stupid players.
The downside was so many six sided dice.
It's sister setting, Earthdawn, also had a lot going for it on top of the typical D&D formula. Weaving, instead of casting magic, was a much more involved process for the player/character which did a lot to ground such awesome power. At the same time, fighters of all stripes were also more or less magic users, which unified the whole rule system in a nice way. The setting itself was a fantasy post-apocalypse, troubled by evil horrors that dominated the landscape in the centuries before. In fact, much of the lore was intertwined with how people survived those times.
And like Shadowrun, there were lots of dice thanks to the "step table" system. It could be a huge PITA to sum all the rolls on high steps, but then when else do you get to roll entire fists full of dice all at once?
The downside was so many six sided dice.
While indeed it can get pretty extreme, it's also so fun to roll handful of dices. This is one of the reason I find dice-pool fun (and not just better statistically speaking)
I was introduced to flyweight RPGs a few years back and I absolutely love what they can do in the hands of a creative group.
Roll for Shoes is about as minimal as it gets. You will need one D6, and something to track player inventory. The game world is best started by the GM in the abstract, letting the players fill in the world's details through creative use of questions that prompt die rolls. This is fantastic for players that want to stretch their improv skills.
Lasers & Feelings has a tad more structure. Everyone has exactly one stat that sits on a spectrum of "lasers" to "feelings". The difficulty of challenges in the game sit on the same spectrum. Depending on the nature of the challenge and what the player's stat is, a single D6 roll decides the outcome. Everything else is role-playing in what is encouraged to be a Trek-like setting.
In my experience, Roll for Shoes usually turns into a cartoon-esque "let's see what else is in my backpack" affair, that usually ends with everything on fire (because of course it does). Lasers & Feelings typically devolves into Lower Decks. All of these are positives in my book - I'd play again in a heartbeat.
You might also like TWERP.
d&d 5e is a fine system, it's just more than i want to gm and more than my friends want to learn. so simpler systems like shadowdark or black hack are really great for us, but if your group knows d&d 5e and has fun playing it, than why the hell not just play 5e?
I think part of the problem is that 5e is so pervasive and baked into the "people who play TTRPGs" population that you need to sell them on why 5e isn't good before you can get them to consider why your alternative is good.
Frankly, I'm a White Wolf die-hard. I love Exalted. I love Werewolf. I love Mage. I tolerate Vampire. But as soon as I show someone a set of d10s and try to talk them out of the idea of "Leveling" they get scared and run back to the system they're familiar with. I also have a special place in my heart for Rollmaster/Hackmaster/Palladium and the endless reams of % charts for every conceivable thing. And then there's Mechwarrior... who doesn't love DMing a game where each model on the board has to track it's heat exhaust per round? But by god! The setting is so fucking cool! (Yes, I know about Lancer).
I will freely admit that these systems aren't necessarily "better" than 5e (or the d20 super-system generally speaking). But they all have their own charms. The trick is that selling some fresh new face on that glorious story climax in which three different Traditions of Magi harmonize their foci and thereby metaphorically harmonize fundamental concepts of society is hard to do on its face. By contrast, complaining about the generic grind of a dice-rolling dungeon crawl is pretty straightforward and easy.
I'll add that every games does not suit to everyone. So, games that might please D&D players that I like (and that nobody already talked about in this thread):
- Cryptomancer: It's D&D for nerds, with a simpler system (or a sort of inverted Shadowrun). Like, imagine D&D but magic works like infosec. Yeap, that's it.
- Monster of the Week: A PbtA game to emulate supernatural horror TV shows and it's really easy to make it work in a fantasy setting. It might feel more like a Witcher game than a D&D game, tho (you investigate after a supernatural monster, track them to get them down). In any case, the PbtA family is rich and if players are curious of other systems, it's probably one of the easiest PbtA to try when you come from D&D : it's really easy to setup (30min to make a party at the beginning of the session, session 0 included), it's one-shot oriented and it has (I think) the more D&D-esques combat mechanics if all PbtAs.
- Outgunned: It's a very cool game with gambling mechanics which want to emulate action movies. It's easy to do Heroic Fantasy with it as "classes" are just "roles" and "tropes" and there is already some actions flicks (flavor-oriented optional rules) to play wuxia, swashbuckling and sword & sorcery. Also, it has the best mechanics for chases I ever seen and you may want to borrow that in you D&D sessions. Even for one session, it's worth playing (and there is two free kickstart sets with rules, premade characters and a scenario to try it !)
I just started DMing an Ironsworn campaign for my wife. I like that it's fiction-forward rather than mechanics-forward, and being able to run a campaign built around having only 1 player makes scheduling so simple, reliable, and just an all around good experience.
And a great developer, with an active and very friendly community.
People are very bad at explaining what they like about things, because usually they like things in contrast to things they don't like. And people who do identify what they like positively often just get told that their input isn't welcome, either.
The problem isn't whether someone is focusing on negative aspects of what you're playing or the positive aspects of what they are, it's that discussions about minority systems are often just puked up onto people who weren't asking. The conversation is often:
"Hey, how can I do [thing] in [game I'm playing]?"
"[Game you're playing] sucks at [thing]/isn't designed for [thing]. You should play [something else]."
"But I like [game I'm playing], and don't want to convert to a whole new system."
This means not only is the asker's question being totally ignored, but they're being hit with -- sometimes even bombarded by -- value judgements they weren't interested in.
My current DM despises 5e
I think it's because 3.5 offers such a ludicrous bag of dickfuckery for the GM to employ at their leisure it's literally like hanging out with someone who insists on cleaning their guns with company over.
I just want to play cyberpunk red again.
I'm partial to Fate.
It's very open. You don't have to worry about looking up the right class or feats. You just describe what you want to play, and if the group thinks it's cool and a good fit for the story, you're basically done.
Now, the downside is this requires a lot more creativity up front. A blank page can be intimidating.
I like that players have more control over the outcome. You can usually get what you want, even if you roll poorly, but it's more of a question of what you're willing to pay for it.
Every roll will be one of
- succeed with style
- succeed
- a lesser version of what you want
- succeed at a minor cost
- succeed at a major cost
- (if you roll badly and don't want to pay any costs) fail, don't get what you want
It's a lot more narrative power than some games give you. I don't like being completely submissive to the DM, so I enjoy even as a player being able to pitch "ok I'm trying to hack open this terminal... how about as a minor cost I set off an alarm?" or "I'm trying to steal his keys and flubbed the roll... How about as a major cost I create a distraction, get the keys, but drop my backpack by accident. Now I'm disarmed, have no tools, and they can probably trace me with that stuff later. But I got the keys!".
It's more collaborative, like a writer's room, so if someone proposes a dud solution the group can work on it.
The math probability also feels nice. You tend to roll your average, so there's less swinginess like you'll get in systems rolling one die.
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