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Looking for a new rpg to try.

Started by SuperSam888, October 14, 2014, 01:26:22 PM

Previous topic - Next topic

Kravell

Mutant Zero. No magic but it has mutations. Post- apoc.

trechriron

Quote from: Phillip;792032Stormbringer or Elric! would give you an unusual take on magic - ...

Quote from: languagegeek;792041Gotta say RuneQuest 6th edition.
...

The d100 system is deep and comprehensive, yet encourages modification/customization based on the setting. Monster Island is a good place to start your RQ adventuring, and Shores of Korantia is a big setting with the kind of lore you might be looking for. I'm really excited about the upcoming Mythic Series, like Mythic Britain.

I echo these sentiments. Also check out Legend from Mongoose. Also, Magic World from Chaosium is the Elric rules and magic with it's own sandbox setting and generic approach.

Quote from: Skywalker;792043Atlantis: the Second Age is a great S&S RPG: http://rpg.drivethrustuff.com/product/120423/ATLANTIS-the-Second-Age?cPath=373_4160.

...

It also covers interesting ideas for an RPG like destiny! It's a fast system, and the books are simply gorgeous.

I'll throw in a couple I'm enjoying.

Check out Numernera and The Strange. Lots of stuff coming out, adventures, 3rd party support and a nifty fast game engine focused on Exploration.

Check out Apocalypse World, Dungeon World, Monster of the Week, Tremulus and other various "Powered by the Apocalypse" games. Yes the game sytem is somewhat "indy" or "story" focused HOWEVER it's very traditional in execution. It comes at the traditional RPG from a different angle, but it's an interesting angle. I ran several sessions and generally enjoyed GMing it. It does take a couple sessions to grok it.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

David Johansen

OP, you pretty much just describe Rifts.  So I'm gonna suggest Rifts Wormwood.
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yabaziou

Quote from: David Johansen;792195OP, you pretty much just describe Rifts.  So I'm gonna suggest Rifts Wormwood.

I will second that and add Rifts Phase World for the gonzo advanced technology meets hig magic in space vibes
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Currently reading : 13th Age, Cypher System, Polaris

Currently planning : Project Scourge : the battle for the Soul of Mankind using 13th Age

Currently playing : The Chronicles of the Devouring Lands using D&D 5.

Spinachcat

I also agree you should check out RIFTS.

If you are serious about uniqueness and originality, hunt down a game called Eldritch Ass Kicking. Everyone plays a badass mage...and you create spells on the fly based on combining your talents with your needs at the moment - especially fun for creative players and GMs.

Here's the site.
http://www.mysticages.com/games/eak/

Here's some reviews.
http://www.rpg.net/reviews/archive/12/12335.phtml
http://www.rpg.net/reviews/archive/10/10764.phtml

markfitz

Quote from: languagegeek;792041Gotta say RuneQuest 6th edition.

There are several different magic systems:
*Folk Magic: the kind of spells your average villager/adventurer might be able to cast
*Animism: Shamans who bind spirits and merge with them to gain their powers
*Mysticism: Mind over body stuff
*Sorcery: customizable spells learned from Grimoires
*Theism: Miracles from the gods

The d100 system is deep and comprehensive, yet encourages modification/customization based on the setting. Monster Island is a good place to start your RQ adventuring, and Shores of Korantia is a big setting with the kind of lore you might be looking for. I'm really excited about the upcoming Mythic Series, like Mythic Britain.

Thirding this. RuneQuest 6 is the system that got me back into gaming after nearly twenty years. It's elegant and well-written, and runs like a dream. The various magic systems can all be tailored so that each spellcaster, or each magical order, has their own flavourful set of powers, and you can dial it up to high-magic, everyone can cast spells, or down to magic is rare and scary with ease. Each system also has a multitude of different applications beyond the obvious Shaman, Monk, Sorcerer, Cleric and Hedge-Wizard that they most immediately suggest. For example, I'm using Animism to model ogham-wielding Druids, demon-pacting Witches and Warlocks, and Fae-Touched dealers with Faerie, and Mysticism for a Fianna warp-spasming warrior band, and Sorcery-Scourge Inquisitors..... The system adapts to all of these with ease...

RPGPundit

Quote from: Skywalker;792044Another option is Far Away Land (//www.faruniverse.com). Its a quirky fantasy RPG in the vein of Adventure Time or Order of the Stick. The system is simple yet is filled with the kinds of stuff you find in the DMG for AD&D1e.

It has a pretty straight forward and solid spell based magic system. Magic items are all storied, unique and often hilarious.

The world is a wonder to behold. The overall quirky tone and art style, combined with a simple and fun system is pretty original.

P&P and no miniatures.

The system is traditional. Plus it has rules for training montages, mass combat, civilisation building and other stuff.

The system is simple but more than complete. The lore is solid and fun.

Wouldn't this be way too rules (or rather 'mechanics')-lite for what the guy is asking for?
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Nerzenjäger

Well, it seems apparent that other than RIFTS, no game can match all of the OP's criteria at the same time.
"You play Conan, I play Gandalf.  We team up to fight Dracula." - jrients

Skywalker

Quote from: RPGPundit;793014Wouldn't this be way too rules (or rather 'mechanics')-lite for what the guy is asking for?

Far Away Land isn't exactly rules lite IMO. Its about as crunchy as B/X D&D. It has rules for combat, skills, magic, magic item creation, mass combat, monster creation, training times, settlement building and domain management. There are also optional setting creation mini games.

The OP's mechanical requirements are:

QuoteI CRAVE MAGIC. A good magic system is something I love.
I need a system with dice and stats (I am just not that into pure storytelling).
I like a fleshed out system, a solid lore, and a detailed rule book.

It definitely meets all of those.

YourSwordisMine

Quote from: ExploderwizardStarting out as fully formed awesome and riding the awesome train across a flat plane to awesome town just doesn\'t feel like D&D. :)

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RPGPundit

Quote from: Skywalker;793052Far Away Land isn't exactly rules lite IMO. Its about as crunchy as B/X D&D. It has rules for combat, skills, magic, magic item creation, mass combat, monster creation, training times, settlement building and domain management. There are also optional setting creation mini games.

The OP's mechanical requirements are:



It definitely meets all of those.

Ok, fair enough.  My impression was that it was simpler, but I'll  concede to you.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.