Other RPGs I should try playing?


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I've played a lot of Rifts and (old) World of Darkness (Vampire and Werewolf mainly) as well as Pathfinder/3e. Mainly this was because, those are the three that have been the most popular in my area. Recently however Savage Worlds has taken off in popularity around where I live so I tried that one. 5e is gaining popularity too, but isn't honestly a priority for me to try right now.
So far I've also played Numenera, Fudge, Hero System and Shadowrun, and (though it was a long time ago) D&D 2e.

I'm going to try Fate as well. I own Burning Wheel so maybe I'll actually get a chance to try that at some point.

So, I want to try more RPGs, I love PF but, need a break from it and want to branch out.

But, what I'm wondering is, what other RPGs would you recommend I look into? Ideally I want to try ones that are very different than what I've all ready listed.


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Mutants and Masterminds is fun.

Sovereign Court

Traveller

Call of Cthulhu


Exalted, FATE, Paranoia


Pan already said CoC, so:

Feng Shui for light, fast Hong Kong action movie action.

Amber Diceless (or the successor Lords of Gossamer and Shadow) for very different experience. At its best, by far the most immersive and intense roleplaying I've been part of.


We actually do plan to play Fate.
A few people have actually mentioned Mutants and Masterminds to me... my group isn't presently big on super hero RPGs really though, so, I suspect Hero system is the last one I'll play for a while, unless I try to find someone else to run it with a different group.

We have at least one fan of the Amber series in the group so I could see that one happening. I haven't heard much on the RPG at all really, so, perhaps I'll have to look it up.

I actually have the main Traveller book too, but have never gotten around to playing or running it (yet, so maybe I'll have to bring that one up as an option).

Paranoia I'd actually like to run (or play), seems like could be a great one-shot type game.

I've played CoC (and ran it) using a hybrid of Pathfinder and CoC D20 rules actually.


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Farastu wrote:

We actually do plan to play Fate.

A few people have actually mentioned Mutants and Masterminds to me... my group isn't presently big on super hero RPGs really though, so, I suspect Hero system is the last one I'll play for a while, unless I try to find someone else to run it with a different group.

We have at least one fan of the Amber series in the group so I could see that one happening. I haven't heard much on the RPG at all really, so, perhaps I'll have to look it up.

I actually have the main Traveller book too, but have never gotten around to playing or running it (yet, so maybe I'll have to bring that one up as an option).

Paranoia I'd actually like to run (or play), seems like could be a great one-shot type game.

I've played CoC (and ran it) using a hybrid of Pathfinder and CoC D20 rules actually.

Amber's pretty niche, even by RPG standards.

CoC d20 isn't the same thing. At all. :)

Sovereign Court

Farastu wrote:
I've played CoC (and ran it) using a hybrid of Pathfinder and CoC D20 rules actually.

Thats not Cthulhu; drop the D20.

Farastu wrote:

I actually have the main Traveller book too, but have never gotten around to playing or running it (yet, so maybe I'll have to bring that one up as an option).

The setting has a ton of history and makes an excellent sandbox. The online Traveller map is awesome. The only thing this game doesn't have is a wealth of pre-written adventures. They are out there but hit and miss and hard to determine. You wanted something different and I think the stepping back from a leveling system and getting into a hard sci-fi genre should be just the trick. We love Traveller for those reasons.


Pathfinder Adventure Path, Lost Omens Subscriber

It's still in Kickstarter mode, but I'm looking forward to "Shadow of the Demon Lord."


Farastu wrote:

I've played a lot of Rifts and (old) World of Darkness (Vampire and Werewolf mainly) as well as Pathfinder/3e. Mainly this was because, those are the three that have been the most popular in my area. Recently however Savage Worlds has taken off in popularity around where I live so I tried that one. 5e is gaining popularity too, but isn't honestly a priority for me to try right now.

So far I've also played Numenera, Fudge, Hero System and Shadowrun, and (though it was a long time ago) D&D 2e.

I'm going to try Fate as well. I own Burning Wheel so maybe I'll actually get a chance to try that at some point.

So, I want to try more RPGs, I love PF but, need a break from it and want to branch out.

But, what I'm wondering is, what other RPGs would you recommend I look into? Ideally I want to try ones that are very different than what I've all ready listed.

Try "Long Live the Queen". I also definitely recommend trying Lace & Steel. Throw it into google and something should pop up. Great duelist simulator.

Liberty's Edge

In no particular order:

Fantasy Craft - The fantasy based successor to Spycraft. My prefered fantasy RPG. It's a d20 based game, but is very different to 3.X or PF.

Eclipse Phase - The post-apocalyptic transhuman conspiracy and horror. "Your mind is software... program it. You body is a shell... change it. Death is a disease... cure it. Extinction is coming... fight it." Probably one of the best modern sci-fi games out there. Good system and oodles of setting background and flavor.

Cyberpunk 2020 - Still the best for the classic mirrorshades cyberpunk.

Mekton Z - Giant robots, angsty heroes, pop soundtracks. Plus rules to build anything you want for Mekton Z or CP2020.

Golden Sky Stories - A Japanese import. A game of heartwarming friendship and daily life. You said different. It is completely different then any RPG you have ever played.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ars Magica is a pretty nice game with a really well designed magic system.

For some older games, if you can find copies (and people willing to play), Alternity (one of the last things published by TSR) is a good sci-fi game (and is broad enough to handle multiple genres; even cross-over fantasy, to an extent) and Warhammer Fantasy Roleplay is good for a darker, grimmer "gritty" fantasy game (however, it contains early guns like blunderbusses and flintlock pistols, which is a non-starter for some).


Krensky wrote:

In no particular order:

Fantasy Craft - The fantasy based successor to Spycraft. My prefered fantasy RPG. It's a d20 based game, but is very different to 3.X or PF.

Eclipse Phase - The post-apocalyptic transhuman conspiracy and horror. "Your mind is software... program it. You body is a shell... change it. Death is a disease... cure it. Extinction is coming... fight it." Probably one of the best modern sci-fi games out there. Good system and oodles of setting background and flavor.

Cyberpunk 2020 - Still the best for the classic mirrorshades cyberpunk.

Mekton Z - Giant robots, angsty heroes, pop soundtracks. Plus rules to build anything you want for Mekton Z or CP2020.

Golden Sky Stories - A Japanese import. A game of heartwarming friendship and daily life. You said different. It is completely different then any RPG you have ever played.

Looking it up, my players would probably not go for golden sky, but I am intrigued. Good call.


I've heard of Eclipse Phase (no, have not played before, but I like the genre so it has appeal to me) but I have not heard of the others in that list.
I actually went and got Ars Magica and Sorcerer's Crusade recently, and we'll be playing Mage the Ascension hopefully as well at some point (that's a White Wolf game I have not played).
I could see Golden Sky Stories being really appealing to a few players too and a few others maybe really disliking it, but I like the idea. I think Lace & Steel would probably be easy to get them on-board with though.

I'll suggest Traveller as one of our game options I think, and look into some of the others mentioned too.


Pan wrote:
Farastu wrote:

I actually have the main Traveller book too, but have never gotten around to playing or running it (yet, so maybe I'll have to bring that one up as an option).

The setting has a ton of history and makes an excellent sandbox. The online Traveller map is awesome. The only thing this game doesn't have is a wealth of pre-written adventures. They are out there but hit and miss and hard to determine. You wanted something different and I think the stepping back from a leveling system and getting into a hard sci-fi genre should be just the trick. We love Traveller for those reasons.

The FASA adventures are generally excellent, so my suggestion would be to pick those up and pick one that sounds interesting. They'll work perfectly well with both Classic and Mongoose Traveller. There's a huge number of publishers with adventures out, people like Gypsy Knight Games, but I'd suggest reading reviews because the quality is often variable.


AMBER is niche, but lovely. Golden Sky Stories is brilliant at what it does (which is pretty specific).

Other suggestions:
13th Age: A looser version of d20 that can be easier tailored to players.
Numenera and The Strange: Quite oddball SF games using much the same system.
Changeling: The Dreaming: The "cute" game for old World of Darkness, but a wonderful one.
Changeling: The Lost: The successor of the above for new WoD, but no longer cute, instead harsh, dark and mean. Wonderful game.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

I've been enjoying Privateer Press's Iron Kingdoms. Goes with the steampunk world of the Warmachine and Hordes wargames.

The system is a bit narrowly tailored to the world it takes place in, but if you're on board, it's pretty good.

I always wanted to try Changeling, since I have a bunch of the old Arcadia CCG.


Pathfinder Adventure Path, Lost Omens Subscriber

Amber DRPG is out of print, and the company that made it lost the license to Zelazny's IP. Its successor is "Lords of Gossamer and Shadow," which uses the same Diceless mechanic and similar powers, in a similar-but- different game world.

When my Pathfinder campaign winds down, I think I'm going to try running a short fantasy game in Golarion using FATE Core rules.

Shadow Lodge

FATE, Call of Cthulhu, Swords & Wizardry, BESM, the Warhammer 40K RPGs, Stars Without Number, Other Dust, Silent Legions, Spears of the Dawn.

Those last four are all put out by the same company, and essentially use the Basic D&D (circa 1981) system for, respectively, a science fiction RPG, a post-apocalyptic RPG, a modern Lovecraftian horror RPG, and a Africa-inspired fantasy RPG. Because they all use the same basic system, you can actually cut and paste any concepts you like between the different games.

Dark Archive

Thanks for the Other Dust and Silent Legions recommendations Kthulhu. I doubt I would run them but extra content is always nice - especially PA RPG content.

Shadow Lodge

Given that they're all essential B/X D&D, you can also mix and match them with pretty much any retro-clone, any offical D&D prior to v3.0, and other things built off of retro-clones like Mutant Future.


GURPS - Generic Universal Role Playing System

One set of rules that covers most things. Then you can purchase additional books that contain rules for any setting. Good if you want to constantly swap settings without having to memorize new rules.


I like Torchbearer, a lot.


Kobolds Ate My Baby!

Grand Lodge

Shadowrun, marvel suprheroes, champions/ hero system.

Cyberpunk was already mentioned...still love it...go 2020.. avoid the cybergeneration stuff.

Dark Archive

I love superhero games, and would recommend Mutants & Masterminds 2nd edition over 1st or 3rd edition.

Various White Wolf games, like Aeon/Trinity (sci-fi with psionics and a heavily factionalized future world), Aberrant (gritty high-powered superheroics), Adventure (1920's pulp goodness with low power 'super' or psi stuff), Vampire: the Masquerade and Mage: the Ascension (both, IMO, quite superior to the later edition's Vampire the Requiem and Mage the Awakening), are also pretty awesome.

I played lots of GURPS between 1st and 3rd editions, and 3rd edition was pretty awesome. You could make just about anything, and it leant itself really well to cross-genre games. It did, IMO, not always have the most compelling settings (although the GURPS I.S.T. Super setting was cool), but the options to play in the Humanx (Alan Dean Foster) or Chtorr (David Gerrold) or various other fantasy/sci-fi novel settings made up for that. There's at least a 4th edition, if not a 5th edition out there, but I got out of it before those, so I have no idea if they improved on the game the way 3rd did on 2nd and 1st editions.


Set wrote:
I love superhero games, and would recommend Mutants & Masterminds 2nd edition over 1st or 3rd edition.

Seconded.

1st is a putative system that clearly shows what they wanted to make but didn't work out well mechanically.

2nd is the completion of that system and mechanically sound, if easily unbalanced. Experienced players can squeeze a stunning amount out of a limited pool of points.

3rd is balance taken too far, where dizzying arrays of potential combinations were reduced down into a much more confining set of options.

You can do far more things in Mutants and Masterminds than you can in GURPS. I have played in several fantasy games from high fantasy to grimdark, a lot of superhero games and science fiction games. For a while I ran an X-Com-ish game using the system. It is ridiculously customisable. You can make any character, provided you have the points and levels to pay for it.

It falls down in a few areas, such as being incredibly easy to break and the rules even say it relies on GM fiat to rule out broken characters. And there's no good way to handle loot, as characters cannot increase their power except by gaining levels. Loot cannot raise key statistics above the level-limited caps (and unless you're doing something strange, said statistics always tend to be at maximum for your level).


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Mythender

You need to own a LOT of d6's (and they need to be color grouped so you can differentiate them). By a lot, I mean roughly 200, with close to 100 being all the same color. Plus some tokens... that said...

It's my favorite RPG of all time. It comes to the closest I've ever experienced in an RPG to replicating the chaos, epicness and back and forth from large movie fight scenes (such as the final fight in Avengers).

It's a game about killing gods.

Apocalypse World

The core mechanics of this game are so tight, that it has spawned a thousand children. It's not the end-all-be-all of game design, but rather that it's easily manipulated to produce consistent results to deliver good flavor in a game.

This one is about a post-apocalyptic setting and can be pretty hardcore (and adult). A few other games based on the rules that I've played so far:

Dungeon World - D&D style
Monsterhearts - Buffy mixed with World of Darkness... you're monsters in highschool
Monster of the Week - Buffy/Scooby style of finding and destroying monsters
Sixth World - Shadowrun inspired
Epyllion - dragons fighting against the darkness (MLP inspired)

Swashbucklers of the 7 Skies

Another lightweight game. It has a few crunchy bits to it, which I like quite a bit. The setting is also pretty awesome, though complex to describe. The basic gist is you're pirates (or adventurers, merchants, privateers, musketeers, etc) on sky ships, and there's magic to be used. The PDQ system is mutable and there are a couple other decent games based on it as well.

Liberty's Edge

Traveller
I'll be honest, I'll recommend either the Mongoose Publishing version for its well-edited-ness (is that a word!?) or the 1981 version because it has that old-school look 'n feel to it. (...This game is older than I am.)

Buck Rogers: High Adventure Cliffhangers
Not the one based on Second Edition D&D. This one's got a nice light system going for it, the rules are simple as all hell and you can easily throw aside the racist as hell default setting. Just remember that combat quite literally becomes rocket tag (because your default weapons are rocket pistols.) Also, it's cute that TSR thought they were going to make more than one supplement for it back in 1995.

Dead Simple
Designed by a Welshman who hates Third Edition D&D and really really really hates Fourth Edition (jury's out on Fifth Edition), and it's free on its Wordpress site! (I recommend the Busiris setting.)

Spears of the Dawn
It's Old School Renaissance, so you use the same dice you use to play Pathfinder, but... it's basically "What if Dungeons & Dragons took place in medieval Africa instead of medieval Europe?" Sure, you only get to play a human character, and there's only four classes, but the setting is VERY well presented.

Mini Six System
Based on West End Games' famous d6 System, Mini Six is a free rules-lite variant of it. Rules are included for settings that aren't Star Wars, aren't Firefly, aren't Dirty Harry, (&c.)

Sovereign Court

@irontruth

Hey I only got a sneak peak but would you recommend Dark? Is it now available?

Liberty's Edge

I don't think Blades in the Dark is available to anyone outside the Kickstarter backers at the moment; I'm too lazy to check. What I do know is it seems like it's Apocalypse Engine based, and it takes place in the same universe as Ghost Lines.

Also, the Andoran glyph next to my name changed somehow. How odd.

Community Manager

Snorb wrote:
Also, the Andoran glyph next to my name changed somehow. How odd.

Not that odd.

And as my addition to the thread, I would say GURPS, L5R, and Eclipse Phase.


Gonna pitch in another recommendation for privateer press' Iron Kingdoms Full Metal Fantasy, for awesome steampunk awesomeness. Also within a few weeks the companion game Iron Kingdoms Unleashed will be, well, unleashed, which covers the wilds of their world, and has a lot of survival aspects, as well as using what you kill to m ake yourself stronger


Kobold ate my baby!!!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Suggestions!
(several of which are listed above already)

Earthdawn(fantasy/horror)

Tales From The Floating Vagabond(comedy, rules light)

Eclipse Phase(sci fi/horror)

Dark Heresy? (Warhammer 40k RPG version)

several of my common recommendations you listed as already have played (HERO/Shadowrun)

Going Old School Classics, i'll throw into the ring/restate from others..

Traveler(Spaaaaaaaceeeeee)

Runequest

Powers and Perils

Ars Magica

I didn't list GURPS as i vastly prefer HERO to it, but if you like the universal engines it's worth checking out and making your own decision on preference.


Pan wrote:

@irontruth

Hey I only got a sneak peak but would you recommend Dark? Is it now available?

I would recommend Dark, it is not available.

There is another... slightly similar game that is currently in it's kickstarter campaign.

Blades in the Dark

John Harper has written some good games before (Lady Blackbird, which is available for free on the interwebs). It's more open ended than Dark, being more focused on your "gang". It has similar themes, but would be more like Leverage from what I've heard, than Dark. I'm still getting it because it has particular mechanics I am very interested in, notably the management of your illegal operations.

They're both going to be games on my "shelf" as it were (or iPad rather), though Dark will be my go-to as it is more stealth focused.


The Iron Crown guys are having a playtest for a new edition of RoleMaster. I liked it a lot a good mix of old RM and some new ideas.

If RM is too simulationist for you then HARP is cool.


I enjoyed the white wolf games but of those I was partial to Werewolf the Apocalypse.

Liberty's Edge

You know, I might as well throw this one in too because it's way too late to edit a post.

Buck Rogers XXVc
This is quite literally "Second Edition D&D with sci-fi trappings and minus the magic," but with a (debatably) better skill system. Whatever, I love it and warriors are actually useful. (Then again, it helps that every character is proficient with every weapon and armor from the word go.) The medic gets the equivalent of Mass Cure Light/Serious/Critical Wounds but they can only be used after combat (and with a skill check, too, so if Dr. Agon blows it, nobody gets healed.)


I own Dungeon World in both PDF and hardcopy, but I'm not sure I grok it well enough to do it justice, especially if I were to try running it for a group accustomed to more "traditional" RPGs (read: Pretty much everyone I know who might be interested).

But man, it looks shiny.


bugleyman wrote:

I own Dungeon World in both PDF and hardcopy, but I'm not sure I grok it well enough to do it justice, especially if I were to try running it for a group accustomed to more "traditional" RPGs (read: Pretty much everyone I know who might be interested).

But man, it looks shiny.

I highly recommend reading the GM advice section. It's a really good chapter for that IMO because it stays on the macro level of how to run the game, not how to do things within the game... if that makes sense.

One thing that might be hard for experienced GM's of Pathfinder/D&D/etc, is that you NEED to leave some aspects of the story blank ahead of time. There are moves in the game that trigger answers to questions, use these to fill things in.

The game doesn't lend itself to a super well-planned campaign. It's better for a fly by the seat of your pants GM, who might come up with half an adventure before hand, and just wing everything else. Things the players do will trigger new ideas and events directly because of the rules. If you plan everything to a "T", you either remove the impact of those rules (which are sometimes abilities of the characters) or have your plans ruined, or a mix of the two.

For me, Dungeon World is what you run when you have nothing planned. While the players make characters (which takes 5 minutes if you're slow), you read as much as you can in an old 1st edition module. Once they're done making characters, you start playing, without even knowing everything that's going to come up. Eventually you get to a point where all you're using is the map, cause the players have done so many crazy things, everything else is out the window.

That's what I do at least.


I like Dungeon World a lot. The game just keeps moving. You don't spend 10 minutes doing nothing like in Pathfinder combat.

That said, it's on the simple side and doesn't appeal much to "roll" players that like complicated crunch for their characters.

One key to running DW is to realize that you control the difficulty. The monsters, etc., don't scale in CR the same way as in Pathfinder. Dragons have low HP. But you make them harder to hit by forcing multiple checks just to even attack, like dodging blasts of fire or a giant tail headed their way.

Alternatively, one player's failed roll doesn't have to result in a penalty to them. So if one player takes an action that results in failure, you jump to another player that is now faced with the consequence.

It's really fun.

Liberty's Edge

Dark Ages: Fae, which is one of the best RPGs White Wolf ever did

Cybergeneration: Evolve or Die

Don't Rest Your Head


I almost played one of the recent Star Wars incarnations, had a character, background, and then real life got in the way as I was transferred to another state for work. Those are the breaks I guess.


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It hasn't been mentioned yet: Fiasco

It's a great game. It runs one type of story, though that story can be set in a lot of different places/genres. Basically it's a Cohen brother's movie. People with big ideas and poor impulse control.

It's GM-less, plays in 2-4 hours and your character is likely to die (or have a fate worse than death).

A couple weeks ago I played the Paranoia inspired playset. My character was an ultra-violet programmer who was a member of the Illuminati. It turned out that his conspiracy program created a conspiracy against himself, he ended life in a pit-fight against a mutant monster made out of 43 hands.


Pathfinder Maps Subscriber

Since "universal" systems are being bandied about, I'm going to put in a plug for EABA from BTRC. Yes, the people who brought us the original Macho Women with Guns.

Disclaimer: I went to college with Greg Porter


Irontruth wrote:

It hasn't been mentioned yet: Fiasco

It's a great game. It runs one type of story, though that story can be set in a lot of different places/genres. Basically it's a Cohen brother's movie. People with big ideas and poor impulse control.

It's GM-less, plays in 2-4 hours and your character is likely to die (or have a fate worse than death).

A couple weeks ago I played the Paranoia inspired playset. My character was an ultra-violet programmer who was a member of the Illuminati. It turned out that his conspiracy program created a conspiracy against himself, he ended life in a pit-fight against a mutant monster made out of 43 hands.

Best played when drunk.

Shadow Lodge

Any of the GUMSHOE systems are pretty cool. Published by Pelgrane Press, the same publisher that puts out 13th Age and the Dying Earth RPG. The system really emphasizes investigation.

The Esoterrorists - Delta Green, only with less Lovecraft influence
Fear Itself - Normal people against the Outer Black
Trail of Cthulhu - Call of Cthulhu, GUMSHOE style
Mutant City Blues - Superheroes + Detectives
Ashen Stars - Sci-Fi Investigations
Night's Black Agents - Espionage + Vampires

TimeWatch is forthcoming...you play a time cop.

Scarab Sages

Has TORG been mentioned yet?

I was introduced to that not too long ago, and found myself really appreciating it, especially as a kind of prescient and fantastically powerful metaphor for contemporary world politics (a convergence of utterly dissonant universes in a winner-take all "reality war," with absolutist bad guys, and more cosmopolitan good guys, from each one).

The fact that you can have something like Buckaroo Banzai, Dr. Frankenstein, Tarzan, Indiana Jones, cyborg Joan of Arc, Japanese Edward Snowden, Sarah Connor, and Incan Spock all in one party is profoundly awesome.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would recommend something as non-D20 as you can get.

Doctor Who Adventures In Time And Space is a good example of an RPG that unlike D20/Pathfinder wasn't built from a wargaming mindset.

I'd recommend Amber Diceless Roleplaying, but you'd have to work at finding a copy as the game is long out of print.

Of special mention is Talislanta (Still No Elves!), but the game (all editions including some foreign language versions) and just about every supplement published for it, has been made available by the creator as free downloads at talislanta.com. Steven Michael Sechi has acquired everything and is in the process of making PDFs available of the remaining material and as a major giveback to his fans, he's made it all available for free. But the site has more than everything you need to play the game and run campaigns already available. You can even choose any of the 5 published Editions, or the D20 version.

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