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Looking for a Generic RPG system to replace Savage Worlds

Started by Artifactor, November 21, 2017, 03:27:15 PM

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Artifactor

Hello everyone!

I've been using the Savage Worlds ruleset for my games these past two years and I've greatly enjoyed it. I like the freedom to create my own worlds, settings, races, etc, and tailor it to my own(and my players) liking. However, while Savage Worlds gives me all those tools, I'm still interested to branch out a bit and see what other gaming systems, with the same core values as Savage Worlds, are out there.

So, I thought I would ask you guys (your collective experience is bound to be better than my google skills, that I've used but found lacking!) if you know any good RPG systems that you have played and greatly enjoyed. I have two preferences when it comes to what I'm looking for.

1. A generic RPG system - I want to be able to create my own setting and not have a set world that I have to play in. I realize this really narrows my choices, but it's important to me.
2. If possible, I would like the system to use d4-d20 die (since my players have all bought custom made dice), but if that's not possible, I can live without it.

And suggestions are helpful! Thank you!

Ravenswing

Well, heaven knows I've been a GURPS partisan from Day Before One, but I should also raise this point: NO RPG system, none, is inseparable from any setting with which it may be packaged.  Sure, there are any number of systems that'd be bland/no-good without the setting (although I suggest that if they're lacking without it, they're lacking with it), but if you're skilled enough to create a setting, you're skilled enough to houserule any system to suit your's and your players' preferences.
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AsenRG

Quote from: Ravenswing;1008823Well, heaven knows I've been a GURPS partisan from Day Before One, but I should also raise this point: NO RPG system, none, is inseparable from any setting with which it may be packaged.  Sure, there are any number of systems that'd be bland/no-good without the setting (although I suggest that if they're lacking without it, they're lacking with it), but if you're skilled enough to create a setting, you're skilled enough to houserule any system to suit your's and your players' preferences.
All of this, except I haven't been a fan of GURPS since nearly as long:).

That said, I'd advise you take a look at the EABA Quickstart and decide about the full version later.

Or the StarORE which is meant for Star Wars, but can be used for much more:D!

Admittedly, both of these only use multiples of one kind of dice, but I can't think of other universal systems, except Savage Worlds, that use all the dice. At least not any that I have played, and I don't like recommending games I haven't tried;).
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dbm

There are a great many generic or toolkit-style games out there. Here's a few options for you:

GURPS - One of the longer-lived generic games. Characters are point built (though that is true of pretty much all generics in my experience). The system is based around modelling 'the real world' with a fairly strong physics base; it's all highly researched stuff. Gazillions of options and books with more detail on different topics, but you can do most things with just the two core books. The game is based solely on D6, with 3d6 used for skill checks.

HERO - Arguably pre-dates GURPS in it's original guise as Champions. Characters and everything else are built with points, including equipment in some campaigns. Comes from a more heroic / game-impact perspective than GURPS. Also completely D6 based.

EABA - A more recent generic game than the two above (and it has a predecessor CORPS). It sits somewhere between GURPS and HERO, with a realistic base but a game-impact focus for powers etc. Has an interesting rule where (in v2) each combat round lasts twice as long as the previous one, simulating the initial burst of action seen in combat that dies down as it continues. Yet again D6 based

Cypher System - A generic version of the system used for Numenera and The Strange.  Characters are built using a mix of three elements: "A ___ ___ who ___s". The first is a minor descriptor (e.g. Strong), the second is basically a class, with choice of four whilst the third is a focus (e.g. "who rides the lightning") that grants a bundle of powers. Characters have 'Ranks' which are not-levels-honest. NPCs are super-light (they can be defined by a single number) and the system is completely player-facing (i.e. the GM never rolls the dice - all roles are done by the players). System is pretty much completely D20-based, though it is not a D20 game. Power level is above normal-Joe but below superhero in most cases.

Cortex System - technically a 'core system' gather than a generic one, there is a truely generic version in the works, though at the moment you would need to back Cam Banks Patreon to get access to the play-test rules (unless you backed the Kickstarter?). The system was used in a bunch of licensed properties, including Smallville, Leverage, Marvel Heroic and Firefly. How your character is defined is influenced by the implementation and expressed in dice-steps (so d6, d8, d10 etc.). Often there are three factors that go into making a dice pool (stat, skill and another such as distinction, which represents a defining feature of your character such as 'veteran soldier' or similar) though that can change in some implications. Typically a bit more narrative than any of the above games. Uses all dice except the D20.

Fate - Another 'core system'. Characters are defined by aspects, skills and stunts in most cases. What would normally be considered stats are folded into skills or done away with all together. Meta-currency is key to the game, with aspects typically granting the ability to spend Fate Points for beneficial effect. Quite a bit of narrative control is available to the players, which is a negative for some people. Includes a concept of 'the Fate Fractal' which basically says anything can have stats as if it were a player / monster, including hazards like a fire or similar. Uses Fudge / Fate dice that have six sides, two with a Plus symbol, two blank and two with a Minus (so they generate a number between -1 and +1); you typically roll four for a randomiser between -4 and +4 with a strong bell curve.

FUDGE - A framework rather than a game; Fate was built out of Fudge with a couple of new rules on top. Extremely flexible but need lots of GM prep to build the system before building the campaign. Can do anything, uses Fate / Fudge dice.

There are some more that i'm not especially familiar with. If any of these sound interesting shout and I or someone else can expand.


VacuumJockey

Here's my really off-the-wall suggestion: the Nordic Weasel wargames Dungeon Scum and/or Starport scum - they're the same system, but with one tweaked for fantasy and the other one tweaked for sci-fi. They are technically speaking wargames, but with robust character advancement and campaign systems. Like Savage Worlds, they're designed to be run with one or multiple characters, and the system itself is low on fluff and crunch, making them eminently tweakable.

The blurb for Starport Scum.

HappyDaze

Quote from: dbm;1008827Cortex System - technically a 'core system' gather than a generic one, there is a truely generic version in the works, though at the moment you would need to back Cam Banks Patreon to get access to the play-test rules (unless you backed the Kickstarter?). The system was used in a bunch of licensed properties, including Smallville, Leverage, Marvel Heroic and Firefly. How your character is defined is influenced by the implementation and expressed in dice-steps (so d6, d8, d10 etc.). Often there are three factors that go into making a dice pool (stat, skill and another such as distinction, which represents a defining feature of your character such as 'veteran soldier' or similar) though that can change in some implications. Typically a bit more narrative than any of the above games. Uses all dice except the D20.
The original version of Cortex (not Cortex Plus) is far more traditional and less narrative. Unfortunately, it doesn't do much to cover things like magic and psionic powers. You can use it for a modern or near-future game quite easily.

PencilBoy99

There's a new core version of Cortex coming out soon (Cortex Action+). Also there's HeroQuest 2e which is pretty sweet. There's a new version of Kerpera's Mythic D6 which is one of the best versions of an Open-D6 like system out there.

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3rik

BRP or OpenQuest/Renaissance? These turn out a lot more deadly than the default mode for Savage Worlds, though.
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CanBeOnlyOne

Quote from: 3rik;1009114BRP or OpenQuest/Renaissance? These turn out a lot more deadly than the default mode for Savage Worlds, though.

I would recommend Magic World from Chaosium as it's what I chose when I was choosing a generic system. When I chose, it came down between Savage Worlds and Magic World and I ended up going with Magic World (though I hear good things about Savage Worlds). Magic World is a BRP game and uses a D100 (2 x D10s - one for the one's place and one for the ten's place).

CanBeOnlyOne

Quote from: 3rik;1009114BRP or OpenQuest/Renaissance? These turn out a lot more deadly than the default mode for Savage Worlds, though.

I haven't played Savage Worlds yet so I can't compare BRP with it however, in general, BRP is pretty gritty and can be deadly. One of the optional rules in the big gold book that we use is to set hit points to constitution plus size as opposed to constitution plus size divided by two. That helps a lot.

Teodrik

BRP - big yelllow book from Chaosium. This is a very good foundation to build upon.

TrippyHippy

Here's a thought experiment: Take any RPG that isn't generic or universal, and see if you can adapt the engine for some other genre that has nothing to do with its setting (explicit or implied). I bet you won't be disappointed.
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Artifactor

Thank you all for taking the time to reply to this topic. It has given me a lot to look through and think about and look up! Exciting days ahead. :)