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Looking for a system with the right balance between simplicity and depth

Started by MES, December 04, 2016, 04:40:46 AM

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MES

Dear Forum,

In a previous threat I posted that I am planning to run a song of ice and fire campaign. I bought the official green ronin ruleset for that, but I am hesitating to actually use it.
Just recently I played "savage worlds" and I had a look at the "dungeonslayers" rules which are both VERY simple rulesets. Those systems got me hooked. Their focus is on the actual gameplay not so much in the rules. Still they are a bit too limited for my taste (or use too many different dice - grrrrr!)
I want my players to start right off and get the right feeling for both their characters and the rules.

Do you know an easy to handle system, which uses just a few attributes and still fits the world of westeros? Or would you say that the green ronin system is already simple enough? To me the attributes seem to come a bit random...

On the one hand the system should be dimple enough to be explained in 15 minutes, still it should also allow to the players to give their characters enough depth.
Maybe I am asking for too much. The rules if ASOIAF are pretty simple already...
I know that this threat sounds like asking for the holy grail of gaming - I know! Still I would be happy for your suggestions! I'd also be happy if you explain to me why I can't have both, because at the moment I want to have both. ;)
is there a system which combines both simplicity and depth at the same time?

Spinachcat

Let us know when you capture this elusive unicorn! :cool:

If you find a system that is 90% good for you and your players, you win.

The Butcher

For a "rules medium" dysyem that can handle domain-management shenanigans, I can think of three options:

1. Any edition of TSR/OSR D&D (suitably modded into a more Westerosi experience) with Sine Nomine's An Echo, Resounding supplement.

2. Openquest (the rules-lighter BRP fantasy game) with MRQII Empires

3. Greg Stolze's Reign

crkrueger

I liked the SoIaF House Management, especially with all the Chronicles additions.  It was kind of a little abstracted minigame but it worked, essentially the House had its own character sheet and special abilities.

Leaving that behind, there's nothing really to replace it.  Harnmaster has Harnmanor, but you're probably not going to use Harnmaster.  Any d100 system could probably be used with MRQII Empires, and there's Adventurer, Conqueror, King which is a B/X variant with Harnmanor like rules.

Suggestions:
1. Use whatever RPG system you want and hack in SoIaF/Chronicles House Management.

2. If Savage Worlds is too limited, I'd suggest Mythras.  Why?
  • There is a Free version, Mythras Imperative.
  • It's like Savage Worlds in that is really a toolkit allowing you to dial things up or down, but the difference is is starts from a more in-depth skill set and character generation that really ties you into your culture.  Never had a player come out of Mythras Chargen without a good sense of the character, and several hooks to go on.
  • d100 based, doesn't get simpler than that.
  • The Combat system is going to be perfect for all the duels your characters are going to get in. :D
  • The various rules for Cults work great for all the religions and orders across the West and East.
  • It has expansions for Mythic Britain and Mythic Rome (the less fantastical magic skills from Mythic Rome might be great for Westeros).
  • If you feel D&Dish, it has an expansion for Classic Fantasy as well.
  • It has lots of magical systems that can be fine-tuned (magic isn't a huge deal in GoT anyway).  If you wanted to go with slightly higher magic, Animists could come into play for Wildlings and Children of the Forest, Mystics are perfect for the Faceless men, the Undying of Asshai could be actual Sorcerers, and if you really limit the spell list, Theists actually work great for the Red Priests(although you could argue Sorcery might be better, or even Animism to summon a spirit and bind it into it's own dead body).
  • That's the thing with Mythras, the different magics might allow you to do similar things, but in different ways, so you can make something fit your setting better.  With Savage Worlds it's all the same spell lists, just with different lipsticks.
  • It's compatible with anything from Mongoose Runequest II/Legend or in a broader sense anything BRP/CoC/d100
  • The selling point though for Mythras is the Combat System.  It does small scale duels/fights better, with or without miniatures, than any system out there, gives players lots of combat effects to use, has no major armor/weapon skill loopholes to exploit like SoIaF and even has a Ships & Shield Walls supplement for when the Ironborn come raiding.
  • There's a great user-built webtool that has hundreds of pre-built templates to randomly create NPCs and you can make your own lists and save them, great for churning out stats for Goldcloaks, Crows, bandits, you name it.
  • It does have MRQII Empires, but you could also hack in the SoIaF House system.

3. If you like a D&D system, I'd recommend ACKS (Adventurer, Conqueror, King) system. Why?
  • It's based on B/X D&D, but adds proficiencies in a way that are much more satisfying than old school secondary skills yet aren't the monstrosity of Skills/Feats of full blown 3e.
  • It's Race as Class, which works great since you only really have one race anyway, so Westerosi Knight, Dothraki Warrior, Bravosi Water Dancer, Dornish Spearman, Ironborn Raider, Sand Snake, are all possible classes you can make from whole cloth, or they can all be different templates of Fighter. Making Red Priests, Children of the Forest, Wildling Wargs, etc, would be easy. A brilliant class design toolkit.
  • Customizable.  In the Player's Companion, they give you the tools and formulas they used to make all the classes, spells and special abilities, so you don't like what they have, make your own.
  • Combat is D&D combat, but, it does have Mortal Wounds, which makes combat more lasting and deadly than standard D&D which works well with GoT.
  • The average ACKS forum-goer is a tinkerer who likes to fuss about campaign details, so there's lots of good stuff on their site.
  • Domain Management - This is the big selling point here, this is what it's all about.  Take the old B/X high level postgame and combine it with something like Harnmanor to give it more medieval focus and accuracy.
  • War - it has it's own wargame system that you can play at different levels large army, small unit, and...what a lot of games miss, the man-to-man skirmish level where characters can actually make a difference.  Man-to-man skirmish of course is where Savage Worlds shines as it is really a skirmish wargame for a more detailed RPG system, Deadlands, that eventually became a RPG in it's own right.  ACKS is the only system out that that comes anywhere close to matching Savage Worlds ease of play when you have 20-30 on a side and want PCs to have relatively full access to their abilities.

4. Harnmaster
Ok, it's on the heavier side of "Rules Medium", but...
  • It's made for a quasi-medieval world with relatively lower levels of magic.
  • Detailed character generation.
  • Detailed and deadly combat system.
  • Battlelust, a full-blown wargame with plugins for HM stats.
  • The most detailed medieval manor rules out there.
  • One of the most complete price lists in existence.
  • A few very robust and mature websites like lythia.com with years of discussion.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Shawn Driscoll

If you're going to mention D&D, and D100 stuff, you might as well mention GURPS. None of which are focused on the actual gameplay. I expect every RPG under to the Sun to be listed in this thread now, just like what happened in all the other threads before it.

cranebump

"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

crkrueger

Quote from: Shawn Driscoll;933724If you're going to mention D&D, and D100 stuff, you might as well mention GURPS. None of which are focused on the actual gameplay. I expect every RPG under to the Sun to be listed in this thread now, just like what happened in all the other threads before it.

What's your suggestion then, genius?
The OP asked for suggestions, without exclusions.
I gave several, with very detailed explanations as to why those systems would help fit the Game of Thrones setting specifically.
Not focused on the actual gameplay?  I broke down exactly what elements of gameplay the different suggested systems support.

Try more Midol.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

crkrueger

Quote from: cranebump;933725Well, there's always this: http://story-games.com/forums/discussion/17412/a-world-of-ice-and-fire-an-apocalypse-world-hack

Eh, if he wants to go story, might as well stick with SoIaF, rely on the social combat rules and just deal with the melee combat problems.  There's lots of suggestions on the GR site for dealing with the combat issues, even if they're not perfect.  GoT is the one setting where the Sex Moves actually make sense. :D
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

crkrueger

Thinking outside the box...

5. Pendragon
  • Has a system of Virtues that, if your players dig that kind of thing, might be good for representing the various clashes between the Houses, the Nobles and Smallfolk, the main religions, etc...  You might want to hack them a tad, but what is supposed to be an upstanding perfect Knight in Westeros isn't too far off from Pendragon.
  • Low-Magic, as a result Combat/Wounds are more deadly.
  • Similar to d100, but actually d20.
  • Very detailed Tournament Rules.
  • Has a lot of expansions, including some for Domains and lands, but I don't have experience with those.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

finarvyn

I bought a copy of the GoT core rulebook because a friend said that there were rules for intrigue which were very good, but in my read-over I never found anything that inspired me any more than a dozen other RPG's out there and I decided not to bother to learn a new game system. As folks have noted already, the answer to your question is highly based on your personal style of play and you'll probably get a zillion posters each with their own personal favorites. In spite of that, I will toss a couple out there myself.

1) I like the notion of one of the D&D family of games. OD&D/AD&D/C&C all can fit almost any style of game play and can be gritty enough that it can give the Westros feel. I would hesitate to move to the newer D&D editions because those are more player power driven and I don't think that fits Game of Thrones very well, but the older ones in particular tend to make survival less certain and this seems more like the style of the books. Castles & Crusades fits well because of the modern mechanics but older feel, and characters there aren't overpowered most of the time.

2) I haven't played much Pendragon, but I like the notion. Pendragon is (obviously) based on knights and such, and has some rules for generational play. That could fit in well with a GoT campaign. Another advantage to Pendragon is that it is mostly compatible with other BRP style games, so if you wanted to put in more magic or sanity or other tweaks someone has already done much of the heavy lifting and you don't need to re-invent the wheel.

Good luck, and let us know what you decide. :D
Marv / Finarvyn
Kingmaker of Amber
I'm pretty much responsible for the S&W WB rules.
Amber Diceless Player since 1993
OD&D Player since 1975

Armchair Gamer

Quote from: finarvyn;933736I bought a copy of the GoT core rulebook because a friend said that there were rules for intrigue which were very good, but in my read-over I never found anything that inspired me any more than a dozen other RPG's out there and I decided not to bother to learn a new game system.

   Just as a side note, were you sure the two of you were talking about the same game? :) There have been two different RPGs--the Game of Thrones game that Guardians of Order put out just before they went under, and the Song of Ice and Fire one currently being produced by Green Ronin. I have no familiarity with either of them, and no interest in Westeros
  • , but I just want to be sure everyone's on the same page here.

  •  
  • Aside from a certain sympathy for fans of the books in the wake of the election. If Bush's re-election in 2004 left Martin so shaken that he had to take an entire year off, I expect the election of Trump has killed any hope of him ever finishing the series. ;)

Psikerlord

Quote from: MES;933708Dear Forum,

In a previous threat I posted that I am planning to run a song of ice and fire campaign. I bought the official green ronin ruleset for that, but I am hesitating to actually use it.
Just recently I played "savage worlds" and I had a look at the "dungeonslayers" rules which are both VERY simple rulesets. Those systems got me hooked. Their focus is on the actual gameplay not so much in the rules. Still they are a bit too limited for my taste (or use too many different dice - grrrrr!)
I want my players to start right off and get the right feeling for both their characters and the rules.

Do you know an easy to handle system, which uses just a few attributes and still fits the world of westeros? Or would you say that the green ronin system is already simple enough? To me the attributes seem to come a bit random...

On the one hand the system should be dimple enough to be explained in 15 minutes, still it should also allow to the players to give their characters enough depth.
Maybe I am asking for too much. The rules if ASOIAF are pretty simple already...
I know that this threat sounds like asking for the holy grail of gaming - I know! Still I would be happy for your suggestions! I'd also be happy if you explain to me why I can't have both, because at the moment I want to have both. ;)
is there a system which combines both simplicity and depth at the same time?
Low Fantasy Gaming RPG is what you want, friend! Free PDF in my sig (or print via Lulu). d20 OGL variant, low magic, rules lite but plenty of room for customization.
Low Fantasy Gaming - free PDF at the link: https://lowfantasygaming.com/
$1 Adventure Frameworks - RPG Mini Adventures https://www.patreon.com/user?u=645444
Midlands Low Magic Sandbox Setting PDF via DTRPG http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-Sandbox-Setting
GM Toolkits - Traps, Hirelings, Blackpowder, Mass Battle, 5e Hardmode, Olde World Loot http://www.drivethrurpg.com/browse/pub/10564/Low-Fantasy-Gaming

Skarg

If I wanted what you want, I would use The Fantasy Trip, or if I wanted even more simplicity, Legends of the Ancient World from Dark City Games (which is TFT with less rules, but I think TFT already has few enough rules, and they're very carefully written and it plays very well).

TFT very nicely fits GoT with its lethal tactical combat and opportunities for tactics.

The Butcher

Quote from: CRKrueger;933721Mythras

ACKS (Adventurer, Conqueror, King) system

These are my favorite fantasy RPGs right now (Mythras + MRQII Empires would be my pick for ASoIaF) but I felt they might be a tad crunchier than the OP may be looking for.

Quote from: CRKrueger;933727What's your suggestion then, genius?

Jesus, is this guy still around? I've had him on ignore for a while. Does he even game? I mean, with people?

Omega

Id go with BX D&D. Its pretty darn easy to explain and has for me a good balance of rules for specifics and then rules for generalities. Its also lower powered on the magic scale and easy to tweak to fit certain ideals.

For even simpler then there is TFT as someone mentioned above and its knockoff the "Legends Of" series of games. Possibly too skeletal. The DM will need to come up with stuff to fill the gaps. But the skeleton presented gives you enough to build on. Moreso if you have the actual ITL RPG rather than just the board game.