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Lloyd of Gamebooks' simple d100 system is an extreme example of the kind of thing I'm interested in. They make for interesting multiplayer games due to their typical large and open worlds. Despite sharing similar names, the RPG subgenre tends to favor strong elements of exploration with action-oriented fight mechanics. Any system that requires they choose a class (e.g. JRPG, Japanese role-playing game, or simply RPG games are a subgenre of role-playing games. I want a system with complete flexibility about how the adventurers develop. I don't want to ever be scrambling through the rulebook to see what happens in such-and-such a situation, or trying to remember what special bonuses apply in a particular dice roll.Ĥ) Isn't class-based.
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Guidance on how to deal with magic is a bonus.ģ) Has rules which can be understood within an hour of reading the rulebook. I'm planning on creating my own high fantasy setting, so it needs to be able to work with that (whether because it's completely flexible or because it's specifically focused on high fantasy). I don't want to decide the outcome of every fight.Ģ) Suited to high fantasy.
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where absolutely everything is at the gamesmaster's discretion. However neither do I want a system that is pure storytelling - i.e. The focus should be on a compelling story, not tactical combat or hack-and-slash dungeon-crawling. They should be able to do whatever they wish and the rules need to be flexible enough to deal with that. The adventurers should never be confined to a certain subset of allowed actions. So this time round I'm looking for an RPG that is:ġ) Story-focused. I think it was a massive hindrance to storytelling, at least for me. In retrospect I think the AD&D system was far too clunky, with completely unnecessary rules and tables for all kinds of situations. During the time I did RPGing before, I mainly used Advanced Dungeons & Dragons (second edition). I've been considering starting up tabletop RPGing again after a 15-year pause.
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