What makes it your favorite? Do you want to play it? If so, what’s keeping you from doing it?

For me, it’s Burning Wheel.

I bought it purely based on aesthetics back in 2008ish, then got the supplements, then Gold, then Gold Revised, with the Codex, and the anthology…

I blame it for my weakness for chunky, digest-sized, hardcover RPGs. :P I also like the graphic design, I like the prose (even if it’s divisive), and it has both interesting lessons you can plug into other games (like “let it ride,” letting success or failure stand instead of making lots of little rolls) and arcane systems that pique my interest (like the Artha cycle, which makes roleplay, metacurrency, skill rolls, and advancement all intersect). I genuinely like reading it for its own sake.

I haven’t played it because… well, since it’s not D&D, that immediately makes it harder to get people interested, sadly. It’s also a bit daunting, given its reputation as a crunchy system. But I have a group of players interested in trying new things, and fewer other games calling for my attention, so hopefully I’ll get a chance soon. :)

    • pikasaurX4 ( pikasaurX4@lemm.ee ) 
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      3 years ago

      Making characters in GURPS is so fun. A friend was running a cyberpunk game one time and I brought like 3 characters so I could pick the one that fit the party the best. Sometimes we would just roll up character concepts to see how many points it would take.

      I played a lot of GURPS too, but it’s probably my all time favorite character creation system

      • Lianodel ( Lianodel@ttrpg.network ) OP
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        3 years ago

        See, one of the things holding me back is getting overwhelmed by character creation. There’s just so much to go through!

        What makes me want to try GURPS is that it seems flexible (even light) in play, would adapt to just about any genre, and allows for incremental advancement. But since I’d be the one bringing it to the table, I’d have a heck of a lot to do to make it an easy entry, despite not having played the game yet.

        • pikasaurX4 ( pikasaurX4@lemm.ee ) 
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          3 years ago

          Totally understandable. When I first started playing, the GM made us all premade characters to learn the rules on. Then he made templates for us when we played for real so we just had to pick a “class” and spend a few character points for customization.

          GURPS is great for any setting and really shines in settings that involve many tech levels, like time traveling (that’s the default setting, in fact). It can be quite simple and elegant, but there are rules for just about any situation you can think of, and the calculations aren’t always simple because of it. Luckily, all rule blocks are optional. Playing GURPS “Lite” is supported/recommended in the base rulebook and it’s a fully functional system on its own.

          Anyway, I just love GURPS. After playing for a while, I started loving the character creation but I agree, it can be quite the barrier to entry. Also, running games and planning sessions is a lot of work for the GM. More than most systems I’ve played. If you’re playing rules-light or don’t mind handwaving a few specifics when building enemies, it’s not as bad. But if you’re going all in and trying to make reusable stat blocks, the joys of character creation will come back to bite you lol

          • Lianodel ( Lianodel@ttrpg.network ) OP
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            3 years ago

            Ah, on the topic of templates, they’re also in Dungeon Fantasy, which helps a lot. Though I do wish the “default” settings on DF were a bit lighter.

            I know that GURPS Lite is secretly the real core rulebook. :P It’s easier to build off of that than go through the Basic Set and sift through everything. How to Be a GURPS GM, IIRC, also helps with things like skill lists.

            I think if I ever get a chance to play it, I’d probably start super simple, maybe even with Wildcard skills and some GURPS Action rules to smooth things out, then dial up the complexity until it’s at a point I’d like. I appreciate modular systems that let me do that.

  • Shadowrun. I love the idea and most of the mechanics. But all of these editions, all of them confusing and too crunchy for the lack of competent editing… Except Anarchy. I’ll probably get around playing that one. Now if I could only get my hands on a physical copy…

    Also Amber Diceless Roleplaying Game. I love the source novels, while the mechanics of the game seem like a lot of fun. But physical copies are worth a fortune and it’s not easy finding a group who would be down with the setting. I might be able to give Lords of Gossamer & Shadow (Diceless) a go, though.

    • Lianodel ( Lianodel@ttrpg.network ) OP
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      3 years ago

      Shadowrun really has been mishandled by Catalyst. :/ You also get big Shadowrun fans who genuinely love the setting actively discouraging people from using the rules sometimes. “Shadowrun is great, but it sucks, so if you want to play Shadowrun (which you should!) avoid using Shadowrun.” :P

      I’ve also heard Amber come up a bunch over the years. I keep meaning to check it out.

  • pikasaurX4 ( pikasaurX4@lemm.ee ) 
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    3 years ago

    I have so many that I’ve come across over the years but never had a chance to try. Many of them have been mentioned by others so I’ll just throw in a fresh one: Mouseguard.

    The setting just feels so cozy but also heroic. Something akin to a video game like Tunic. The rules are actually quite dense though, so I’ve never gotten buy-in from any players. But it’s one of those golden egg games that I’d really love to play some day

    • Lianodel ( Lianodel@ttrpg.network ) OP
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      3 years ago

      I actually want to check that out too, since it’s in the Burning Wheel orbit. :P

      That and Torchbearer, but as much as I loved the books, I think it’s the last among the three. (Though I still really want to play it.)

        • Lianodel ( Lianodel@ttrpg.network ) OP
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          3 years ago

          I’m not an expert on the three either, but here’s my understanding:

          • Burning Wheel is the oldest of the three, the most complicated, and geared towards dramatic fantasy stories. It’s replicating classic fantasy novels and the like.

          • Mouseguard came out next, is significantly simpler, and obviously made to evoke the feeling of the comics it’s based on.

          • Torchbearer is the newest of the three, is an intermediate level of complexity, and geared towards dungeon crawling and the like. Think old-school RPG with a Burning Wheel chassis.

          I still haven’t got my hands on Mouseguard, and I’d love to try all of them at some point. It just breaks towards Burning Wheel for me, to begin at the beginning—but they all have a unique appeal. :)

  • Satasupe. It’s a Japanese ttrpg. The name is a shortening of Saturday Night Special, and the game focuses on zany crime capers. I did a translation of it for a friend but nothing much came of it. If your character ever became too good or evil, they became an NPC, which was a nice mechanic to keep players from acting like saints or demons. https://d66roc.wordpress.com/2011/08/24/happy-15th-anniversary-satasupe/

    • Lianodel ( Lianodel@ttrpg.network ) OP
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      3 years ago

      Ah, that reminds me of City of Mist, where leaning too hard towards your mundane or supernatural side would do the same.

      I’ve also found it interesting how vibrant the Japanese tabletop RPG scene seems to be, but how little of it makes its way over here. It seems like there’d be a huge market for it.

  • bionicjoey ( bionicjoey@lemmy.ca ) 
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    3 years ago

    I’ve watched people play MOTW and Paranoia. Both look plenty fun.

    I’d also love to try one of the WH40K RPGs, but they seem like a big commitment. And like you said, it’s a lot harder to find people who want to go beyond D&D

    • I’ve had ambivalent feelings about Paranoia for a long time. I love the setting and it’s inspirations (especially Terry Gilligan’s Brazil). I have the XP edition, and the rules were confusing to the point of causing me drowsiness. I think they just put a rules section because they had to, and the GM is supposed to fly by the seat of their pants based on what is the most fun.

      That said, I’d love to try it.

  • Susaga ( Susaga@ttrpg.network ) 
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    3 years ago

    Genesys. Technically. I’ve played the Star Wars FFG system that eventually became Genesys (and loved it), but I haven’t played Genesys itself. I even own the Genesys dice, but I lack anyone else to roll them with.

  • Shyfer ( Shyfer@ttrpg.network ) 
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    3 years ago

    I want to play a lot more Chronicles of Darkness, but most people prefer fantasy or sci-fi and those who want urban horror prefer World of Darkness. They don’t market it well.

    I’ve also never played Blades in the Dark game. I think I need someone else to DM it for me first. I don’t really have PBTA down, my mind hasn’t quite grasped it yet.

  • ZDL ( ZDL@diyrpg.org ) 
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    3 years ago

    Why is it so hard for people to read the blurb on the right?:

    This community is for meaningful discussions of tabletop/pen & paper RPGs

    Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.

    Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.

    (Emphasis entirely mine.)

  • ZDL ( ZDL@diyrpg.org ) 
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    3 years ago

    From way back in the days, Valley of the Pharaohs. While not my first game that attempted to be historically accurate (that honour falls to Chivalry & Sorcery) it was the first such game I found that not only tried to be historically accurate but also supplied loads of supporting material for it. (This was more important pre-Internet than it is now because it was both time-consuming and hard to find good, solid historical information that was usable in play.)

    But I could never interest anybody in playing it.

  • funkyb ( funkyb@ttrpg.network ) 
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    3 years ago

    Star wars FFG and Deadlands. I love the flavor of both. I doubt I’ll ever play star wars, but some of my current groups will probably give deadlands a try.

  • Master Yora ( Yora@diyrpg.org ) 
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    3 years ago

    Dragonbane.

    yet…

    It looks like it should work perfectly fine for a campaign like B/X DandD, but without character levels, spell slots, the weird attack roll system, and with skills. All the rules for wandering monsters, reaction rolls, and morale that make B/X great can just be added to Dragonbane almost as is.

    • Lianodel ( Lianodel@ttrpg.network ) OP
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      3 years ago

      I got the game, mostly for the things you mentioned. A lot if it is familiar D&D, in an old-school style, with some tweaks I like. It seems really flexible, and probably compatible with a lot of OSR stuff I already have. Plus the box set seems like it’d be a great kit for on-the-fly games.

      So I’d also love to get it to the table sometime!