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Recommend medium complexity RPGs with no or limited player narrative fiat?

Started by Nuolde, July 19, 2016, 10:20:05 PM

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Nuolde

I just watched this excellent and informative video by Hedgehobbit:

[video=youtube;DmkyTrdb48c]https://www.youtube.com/watch?v=DmkyTrdb48c[/youtube]

It put Bushido on my radar and I wanted to know if folks can recommend other medium complexity RPGs with no or limited player narrative fiat?

Specifically, I'm looking for games like D&D (2e and earlier only), Classic Traveller and BRP (e.g., Call of Cthulhu (6e and earlier only)).

Bonus if they are Old School.

I'm not interested in retroclones.

For me "medium complexity" means, Barbarians of Lemuria is too lite and GURPS is too crunchy.


Additionally by way of example, Savage Worlds is the exact opposite of what I'm looking for:

* Complexity: with the Wild Die, the core mechanic is IMHO more complex than D&D.

* Non-standard resolution: I don't even have a deck of cards

* Player narrative fiat: a no-no


Many thanks in advance!
A Little Nü, A Little Olde: Blogging about RPG design, history and other interests

Simlasa

So games in addition to the ones you mention... early D&D, Traveller, and BRP?
But not those?

I like Unisystem (Armageddon, Witchcraft, All Flesh Must Be Eaten) and D6 (Star Wars)... but IIRC D6 has 'wild dice' too.

David Johansen

GURPS Vorkosigian is a single volume sf game.

Okay, let's see, medium eh?  Tunnels and Trolls (yes it is) and Mercenary Spies and Private Eyes come to mind.

James Bond 007, Dark Conspiracy, Villains and Vigilantes, Daredevils, Mechanoid Invasion Book III (the best version of the Palladium rpg)
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finarvyn

Quote from: Nuolde;909031Specifically, I'm looking for games like D&D (2e and earlier only), Classic Traveller and BRP (e.g., Call of Cthulhu (6e and earlier only)).
If you like BRP and CoC you might be interested in other games built on the same system. Runequest, Stormbringer/Elric, and Hawkmoon are a few that come to mind right away. (Stormbringer and Elric are the same game, as best as I can tell, but with different titles and somehow different flavor. Maybe someone who is an expert can tell me what makes them different.) Most of Chaosium's product line from the era used the same fundamental rules set, so there may be others I've forgotten about.

Quote from: David Johansen;909035Tunnels and Trolls (yes it is) and Mercenary Spies and Private Eyes come to mind.
I used to play T&T 5E regularly and I agree that it fits your criteria pretty well.

MS&PE is an interesting game in that it is essentially T&T 5E but with an elaborate skill system bolted on. Kind of neat, if you like that additional layer of character depth without much sacrifice of game flow rate.
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Omega

Tunnels & Trolls: More like low complexity.
BX D&D: Also leaning to low complexity.

estar

Quote from: Nuolde;909031It put Bushido on my radar and I wanted to know if folks can recommend other medium complexity RPGs with no or limited player narrative fiat?

Player narrative fiat wasn't a thing back in the day. The closest any game was luck points or Jame Bond's Hero points. Mostly used to change the outcome of a specific roll. Narrative mechanics had their origins in the creators and fans of roleplaying heavy games like Ars Magica and Vampire the Masquerade. Those games originated in the 1990s

Quote from: Nuolde;909031I'm not interested in retroclones.

(Rolling eyes) You just looking to read rather than play?


Quote from: Nuolde;909031Specifically, I'm looking for games like D&D (2e and earlier only), Classic Traveller and BRP (e.g., Call of Cthulhu (6e and earlier only)).

Using this list.

https://en.wikipedia.org/wiki/Timeline_of_pen_and_paper_role-playing_games

Boot Hill
A Wild West RPG put out by TSR, came out in three editions. Probably you should try to find the 2nd edition.

Metamorphsis Alpha/Gamma World
Another set of TSR Games. MA is set on a huge generation starship, GW builds on the mechanics of MA and uses a post-apocalyptic setting. Get first edition Gamma World if you want old school. MA has an affordable reprint of the original.

Star Frontiers
Yes another TSR Sci-Fi RPG, this one is more straightforward science fiction. Doesn't offer much in terms of world building but it is eminently playable. There is a semi-official site with the original material here. http://starfrontiersman.com/. They have permission to host the material but it is not commercial. This sprung up when Wizards a allow a bunch of sites to host content for discontinued TSR games (Dragonlance, Birthright, etc) in the early 2000s. Some of those site had their permission revoked, this one didn't.

The Fantasy Trip
GURPS progenitor and far less complicated. There is a thread on this forum that has an ongoing discussion about the game. Unfortunately the owner of the rights has disappeared so all there is, either buy from the collectors market or find one of the retro-clones.

Top Secret
TSR's Secret Agent Game. The first edition is pretty solid and old school. But the 2nd edition has more material.

Continuing, Dragonquest is out as most of FGU's games, Universe as well.

Champions
Starting with the 4th edition and continuing to the present 6th edition Champion and the Hero System became a universal system as complex as GURPS, however the 2nd and 3rd edition of the came was short and to the point and eminently playable. Building a character is about is a complex as making a Classic Book 2 Traveller starship. The big issue, as with all editions of Champion, is how to use the list of generic effect to make the superpower you want.

Marvel Superhero/Conan the RPG
Both of the these used a variant of the FASERIP mechanics which uses a action table as the core mechanics. Especially Marvel is beloved by many and has a unique writing style that is fun to read. There is a very unofficial site where you can find the originals and I won't me linking too as unlike Star Frontiers they don't have explicit permission to do what they are doing. There also FASERIP retro-clones floating around.

I am not going to recommend Rolemaster or Middle Earth Roleplaing. MERP probably be within your desired complexity but just barely. However it is expensive to obtain on the collector's market.

Pacesetter
Pacesetter came out with a series of games like Chill, Star Ace, Timemaster. Some of these have current reprint of the originals. I lump these together because they all use the Pacesetter house system.

Harnmaster
The first edition rules are about as complex as BRP. Uses percentile and doesn't use hit points. Instead you accumulate injury which reduces your ability to succeed on ability checks/saves and skill rolls. Every hit has some type of saving throw involved, usually a characteristic roll.  These saving throws are where the really bad things happen like amputation, knockout, death, etc. Injury makes it more difficult to save. Works quite elegantly in play and way faster than other systems of similar complexity. One of the few RPGs where i seen players actually roleplay combat as the injury system makes it crystal clear what happening to the character and his opponents. And yes I am a big fan of this game.

FASA Star Trek
An oldie but goodie in a 1st edition and 2nd edition version. If you start piling on all the supplement the game can get a bit complex but the core books are solid. Probably has the best system for RPG Starship combat ever made. You could play the combat system like a wargame, player vs. player with both marking up record sheets. However when you use it in a campaign, they cleverly divided up the different things you have to do into control panels for each player (enginnering, helm, communication/damage control, science, etc). It operate with a minimum of fiddling around with the rules and the biggest issues is not the mechanics but the players having to communicate as a team vs. the GM running their opponent.  

I would go with 1st edition as it more old school. 2nd edition is fine but it complexity starts edging toward the high end as they not only cleaned up rules but expanded things.

And yes I am a fan of both editions of FASA Star Trek.


Not going to recommend Twilight 2000 or 2300AD. Not going to recommend Palladium Fantasy or Rifts either. All these games are on the complex end of the scale.

You may want to give Ghostbuster RPG a try, or Warhammer 1st edition.

That about it for me, Enjoy!

David Johansen

Quote from: Omega;909069Tunnels & Trolls: More like low complexity.

You know, this is a really weird false idea that people have.  Let's look at the list.  Strength and Dexterity requirements for weapons.  Huge list of specific weapons with their own stats.  Armor as damage reduction with fighters getting a multiplier.  Fractional racial stat multipliers.  Open ended saving throws.  Missile weapon to hit multiplier table.  Even combat is actually pretty complex with missile weapons and attack spells causing damage whether the fight is won or not and the option for group or individual combat totals.  It's fast and loose but it's not really simple.
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Omega

Quote from: David Johansen;909081You know, this is a really weird false idea that people have.  Let's look at the list.  Strength and Dexterity requirements for weapons.  Huge list of specific weapons with their own stats.  Armor as damage reduction with fighters getting a multiplier.  Fractional racial stat multipliers.  Open ended saving throws.  Missile weapon to hit multiplier table.  Even combat is actually pretty complex with missile weapons and attack spells causing damage whether the fight is won or not and the option for group or individual combat totals.  It's fast and loose but it's not really simple.

Not sure what version you are basing off then since combat is a pretty easy sort of contest roll with a gradual degredation of potency.
And since when was a list of weapons to buy "complexity"?

Nuolde

Hello all,

Thanks much for the replies and feedback!

Also, sorry for vagueness on “player narrative fiat”- I’m specifically not interested in player metagaming currency.

However, something that “flows from the character” (yes, that’s a Star Wars joke), such as Willpower in Exalted, Force Points in d6 Star Wars or an M-U's Wish spell are fine.


Quote from: Simlasa;909034So games in addition to the ones you mention... early D&D, Traveller, and BRP?
But not those?

I like Unisystem (Armageddon, Witchcraft, All Flesh Must Be Eaten) and D6 (Star Wars)... but IIRC D6 has 'wild dice' too.

Yes, I'm quite familiar with early D&D, Traveller, and BRP, thanks.

I'd forgotten about All Flesh Must Be Eaten, thanks!


Quote from: finarvyn;909065If you like BRP and CoC you might be interested in other games built on the same system. Runequest, Stormbringer/Elric, and Hawkmoon are a few that come to mind right away. (Stormbringer and Elric are the same game, as best as I can tell, but with different titles and somehow different flavor. Maybe someone who is an expert can tell me what makes them different.) Most of Chaosium's product line from the era used the same fundamental rules set, so there may be others I've forgotten about.

I used to play T&T 5E regularly and I agree that it fits your criteria pretty well.

MS&PE is an interesting game in that it is essentially T&T 5E but with an elaborate skill system bolted on. Kind of neat, if you like that additional layer of character depth without much sacrifice of game flow rate.

Stormbringer is one I've been interested in, but I believe it's OOP?

MS&PE is a thing that I didn’t knew existed!


Quote from: estar;909070(Rolling eyes) You just looking to read rather than play?

Well, as a GM, I do have a captive audience... *evil GM cackle* :D

Also, re retroclones specifically, personally I prefer to start with the source material and make the interpretations/alterations that I think are important.  If I want someone else's take on the source material, there are plenty of videos, forums and blogs. :D

The Pacesetter games are things that I didn’t knew existed!
A Little Nü, A Little Olde: Blogging about RPG design, history and other interests

Madprofessor

"Old school" pretty much precludes "player narrative fiat," in my book any way, but I get the aversion and thus the clarification.

You should check out Stormbringer or its various incarnations (4 editions I think, 6 including Elric! and Magic World).  They are all out of print but you can find them used pretty reasonably.  Runequest 6, soon to be Mythras, is awesome but it is slightly more complex.  These and other Chaosium style d100 based games (Cthulhu, Openquest, BRP) are 90-95% compatible.  These are my go-to games so naturally I recommend them, (GURPs and TFT are certainly great games as well - though the latest edition of GURPs is way Crunchy), but it really depends on what you want to do with your game... a little more information would be helpful.

Estar has a point that retroclones are often more clearly written and organized than the originals.

yosemitemike

D&D 5e

It's not a retroclone but it has something of that vibe and style of play.  Mechanically, it's much simpler that D&D 3.X (I include Pathfinder here) or D&D4.  it uses a D20+bonuses>=target number mechanic.  Skill checks are attribute checks.  Characters that are proficient in a skill get a standard proficiency bonus based on level.  Level 1-4 characters get a +2.  It has inspirations but they are not really a meta mechanic.  They are a one time bennie for doing something cool or good role-playing however the DM defines that.  They let you roll a D20 twice and pick the one you want to use once.
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David Johansen

Quote from: Omega;909082Not sure what version you are basing off then since combat is a pretty easy sort of contest roll with a gradual degredation of potency.
And since when was a list of weapons to buy "complexity"?

5th edition, though the later editions are more complex.

It's the complexity of having to find a weapon you can use and each weapon having different stats.

And combat isn't really all that simple, for instance in group combat you have to divide the hits evenly amongst the party.  People bitch about division in GURPS all the time but not in Tunnels and Trolls.

Also I forgot scalable spells that require multiplication.

Incidentally I like Tunnels and Trolls but it's not really as dead simple as people seem to think.
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Baulderstone

Quote from: Madprofessor;909143"Old school" pretty much precludes "player narrative fiat," in my book any way, but I get the aversion and thus the clarification.

You should check out Stormbringer or its various incarnations (4 editions I think, 6 including Elric! and Magic World).  They are all out of print but you can find them used pretty reasonably.  Runequest 6, soon to be Mythras, is awesome but it is slightly more complex.  These and other Chaosium style d100 based games (Cthulhu, Openquest, BRP) are 90-95% compatible.  These are my go-to games so naturally I recommend them, (GURPs and TFT are certainly great games as well - though the latest edition of GURPs is way Crunchy), but it really depends on what you want to do with your game... a little more information would be helpful.

Just to add a few additional details:Magic World is Stormbringer/Elric after Chaosium lost the license and had to remove its Moorcockian skin. That is a good or bad thing depending on what you want to do with it.

The first edition of Stormbringer is incredibly random. Your new character might be a powerful sorcerer or he might be a leprous beggar. We had a lot of fun with it in the day, as it is a fairly deadly game even for powerful characters, so we would just play the hell out of whatever we got, then roll up something entirely new and random when they died. It's definitely not a style that all players can embrace. Later editions are a lot more balanced, which is both a good and bad thing.

It is also worth mentioning Elric of Melnibone for Mongoose's RQII. While Stormbringer is a fantastic game, it is a fairly loose interpretation of how magic works in the books. Elric of Melnibone is much closer the books. It's done by the authors of RQ6/Mythras, and is basically 100% compatible, as opposed to the usual 90-95% compatibility you get with BRP.

QuoteEstar has a point that retroclones are often more clearly written and organized than the originals.

So true. I have been running D&D B/X for my nephews. I still have the original boxed sets, but I got Labyrinth Lord so that I had a copy my nephews could abuse. I've found it far easier to work from.

There are also just some games that are fantastic in their own right in the OSR scene as well.

estar

Quote from: Madprofessor;909143Estar has a point that retroclones are often more clearly written and organized than the originals.

My view it works out best to use both. By all means read the original, and then read the retro-clone to get another take on the same game. Then come up with what you are going to use for your campaign. Most referee kitbash their campaigns anyway.  

For example Philotomy's Musings are a great companion to OD&D, and Swords & Wizardry has a readily editable word doc that you can cut and paste out of to make any type of supporting stuff you need.

DavetheLost

Quote from: David Johansen;9092075th edition, though the later editions are more complex.

It's the complexity of having to find a weapon you can use and each weapon having different stats.

And combat isn't really all that simple, for instance in group combat you have to divide the hits evenly amongst the party.  People bitch about division in GURPS all the time but not in Tunnels and Trolls.

Also I forgot scalable spells that require multiplication.

Incidentally I like Tunnels and Trolls but it's not really as dead simple as people seem to think.

Actually combat damage is not divided evenly unless the group wants to divide it that way. The side that loses a round of combat decides how they want to divide the hits they take. Usually the bulk of the hits go to Warriors wearing heavy armour, armour absorbs hits and Warriors get to double armour protection so it makes sense for them to be allocated the hits which are then absorbed by armour.

The current Deluxe Tunnels & Trolls adds to the weapon charts, which always had minimum attribute requirements, options for customizing weapons.

Limted or no player fiat is a tricky one with T&T. The heart of resolution is the Saving Roll. In combat and other situations in which the players may want to try a trick or something unusual the GM sets a difficulty level and has the player make a Saving Roll. But teh difficulty is always set by the GM, so it is never a certainty.