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Best NEW RPG post-2001?

Started by RPGPundit, May 17, 2018, 02:38:16 AM

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Larsdangly

Quote from: Nerzenjäger;1039563Tales of Blades and Heroes, hands down.

I was intrigued about this after I took a peek at the link, and have since obtained and read through a couple of related games from the same basic game system universe. While I won't offer a formal recommendation until I've played one of them, I have to say it seems like one of the freshest ideas I've run across in years. It's basically a cleverly and elegantly crafted skirmish wargame that can double as a rpg by just tracking figures over time and pasting in a mod or two here or there to help bump up the role playing elements between fights. It's the same thought that turned Chainmail into early D+D and Melee into The Fantasy Trip. And I dig it; I'd rather play this than just about any other of the newish games I've got on my shelf.

Ted

My heart says The One Ring, but my head says either PbtA or Burning Wheel.

DeadUematsu

After playing numerous PbtA games, once you understand how they're set up, they're hardly contenders for best in anything.
 

Mike the Mage

Quote from: Brad;1039953Well if you're going to cheat,

Indeed Stars Without Number, suddenly becomes a contender...:cool:
When change threatens to rule, then the rules are changed

RunningLaser

The only post 2001 game I can think of that I played that wasn't D&D or clone/derivative or Marvel FASERIP was Marvel Heroic Roleplaying.  Had a really good time playing it.

jcfiala

Quote from: Brad;1039953Well if you're going to cheat, Castles and Crusades renewed my interest in D&D-like games, although it's a pastiche of AD&D and 3rd, so it doesn't count as new.

As I stated before, I don't think DCC is cheating.  There's a lot of innovation in rules and feel between standard D&D games and DCC - the spellcasting system (and the spellburn mechanic tied into it), the Luck system, 0 level funnels, the way fighters and dwarves use a deed die instead of a fixed bonus that not only is more fun to roll but which also allows you to pull off fun maneuvers without a ton of extra rules... there's a lot of new stuff in the game that really pushes it out of the shadow of D&D, in my opinion.
 

Larsdangly

DCC is definitely not cheating. It is based on D+D in the same sense that all conventional table top roleplaying games are based on D+D, but it is quite innovative and obviously its own game.

KingofElfland

I love DCC, to me it is the closest thing to a RoleMaster retro clone that I want.

tenbones

Quote from: S'mon;1039556Ditto, including the 'I suppose' - not sure if SW is truly great, but it's interesting and different, and £6.99 full colour core book is impressive.

I will Xerox this for Savage Worlds. I'm not sure if it reaches the stature of D&D for me. Or other iconic systems I associate with specific genres. But it's doing a good job of taking those things and running with them in it's own direction with fidelity to me. What's better - it's doing it for most of those other games all on its own while giving me the flexibility to tune it up or down as I see fit without missing a beat. It's not perfect, but then I don't believe any system is.

And that $8 price is the middle of the bullseye for me.

Larsdangly

Quote from: KingofElfland;1040066I love DCC, to me it is the closest thing to a RoleMaster retro clone that I want.

What does DCC have to do with RoleMaster? Either this is a sly joke about all of DCC's tables, or...I don't get it.

jcfiala

#55
Quote from: Larsdangly;1040088What does DCC have to do with RoleMaster? Either this is a sly joke about all of DCC's tables, or...I don't get it.

It's been a long time since I've looked at Rolemaster, but I remember my roommate in college played it a lot.  Each spell had it's own page sized table where you would roll to get spell results, and that's something that is similar with DCC, but a lot of other games don't do that.
 

Mike the Mage

Quote from: jcfiala;1040092It's been a long time since I've looked at Rolemaster, but I remember my roommate in college played it a lot.  Each spell had it's own page sized table where you would roll to get spell results, and that's something that is similar with DCC, but a lot of other games don't do that.

Only the attack tables for spells like elemental bolts and fireballs and such. That was due to the combat system having a seperate table for weapons on each page. The rest of the spells had a roll that would effect the target's resistance rolls but the effects were not variable if the spell succeded and the resistance roll failed.
When change threatens to rule, then the rules are changed

Larsdangly

Yah, the RM tables don't have much to do with the DCC tables, other than that the both are printed on pieces of paper.

Mike the Mage

Rolemaster when it was set in the world of Loremaster had a very different feel to it. The Iron Wind, Cloudlords of Tanara and Vog Mur were all great albeit not user friendly. It felt mythical when we played it. Elves were mysterious immortals, half elves were either cruel uber men or fey-like indigenous peoples, I don't remember dwarves and humans were all very different physically and sociologically. It felt other-worldy and fantastical. Magic was slow at first but not linked to material components but energies.

Shadow World got a bit darker and grittier and imho I it lost a lot of its charm.

DCC has a very different aesthetic.
When change threatens to rule, then the rules are changed

jcfiala

Well, college was at least 20 years ago, so I'm not surprised that I have that wrong.