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TTRPGs to try?

Joined
Feb 15, 2025
I've been debating picking up and running a Star Wars oriented system and kicking in that side of my nerdiness -but I would love some hyper simple systems to run some one-shots with too, the goofier the better.
 
What TTRPGs have you played so far? I will always suggest Savage Worlds (a d6 system) for simplicity's sake. If you're looking for something simple, I'd advise against Pathfinder, especially 1E, but it seems you might already be familiar with DnD 3.5 and its clone in Pathfinder 1E, yes?
 
What TTRPGs have you played so far? I will always suggest Savage Worlds (a d6 system) for simplicity's sake. If you're looking for something simple, I'd advise against Pathfinder, especially 1E, but it seems you might already be familiar with DnD 3.5 and its clone in Pathfinder 1E, yes?
Been running a 5e homebrew game for close to 5 years at this point; still I will absolutely look into savage worlds
 
Oh! I have another one you could try, if you were keen on it. If you're a fan of Doctor Who, the TTRPG for that one is very fun and simple, too.
 
As a DM myself, definitely have been eyeing up Pathfinder 2e and Fabula Ultima as future systems to try since the first act of my dnd campaign is coming to an end after nearly half a year of running it, but I've heard really good things about Blades in the Dark and the tiny d6 system if you might prefer something simpler to run than DnD!
 
As a DM myself, definitely have been eyeing up Pathfinder 2e and Fabula Ultima as future systems to try since the first act of my dnd campaign is coming to an end after nearly half a year of running it, but I've heard really good things about Blades in the Dark and the tiny d6 system if you might prefer something simpler to run than DnD!
Having been part of a PF2 game for about a year, I can say it's really good if you want a more crunchy game to do dungeon crawling and adventuring with. It allows a lot more character building than 5e does. Strong recommendation on my part.
 
I would also look into the X without Number games. Stars without Number, Worlds without Number, Cities without numbers. They are OSR styled games based off of Sci fi, Fantasy, and Cyberpunk. I feel they're some of the best games that emulate the feel of older games while keeping modern concepts in mind.
 
Having been part of a PF2 game for about a year, I can say it's really good if you want a more crunchy game to do dungeon crawling and adventuring with. It allows a lot more character building than 5e does. Strong recommendation on my part.
Looks like I got a one shot to prep for later this week then! Thanks for the rec Sefirot!

Don't mind me using this thread to have more ammo to shoot at my party members 📚
 
Looks like I got a one shot to prep for later this week then! Thanks for the rec Sefirot!

Don't mind me using this thread to have more ammo to shoot at my party members 📚
Yeah! Also, I actually feel some of the published adventure paths are pretty good for PF2. If you ever want to try a longer term campaign of it but want to use an AP, Abomination Vaults is pretty great if your players vibe with dungeon crawlin.
 
FATE Accelerated or FAE (for short) is a great system if you want to focus more around the narrative or FATE core if you want a bit more depth added in. It's just a great system fixated more on storytelling then anything that can work in any sort of setting. You use special Fate dice (just D6 dice with a success, fail, or nothing, which you can just attribute 1-2 = -1 3-4 = 0 5-6 = +1) where after rolling you determine how successful you are (or not) if you meet the check.

You have Aspects which are basically describing your character and what they are like. So say you are a "Cowboy who works against the law to achieve what they believe to be true justice" would be what you would aim your character to be like. If something happens in the story where you know a criminal is in town but is protected by the law, you could be compelled by the GM to act in that way despite the trouble it might cause. Doing so can then earn you a Fate point (Special points you can use to add certain aspects to increase your bonus towards overcoming a task among other things) from doing something that negatively effects your character.

Approaches (effectively skills in like DND or Pathfinder) which are
  • Careful
  • Clever
  • Flashy
  • Forceful
  • Quick
  • Sneaky
which you would put points into creating your character. When you have an obstacle to overcome, you would pick an approach to use based off how you go to solve the problem (given GM approval) at that point you use the value your character has in the skill to determine the result

Lastly there are stunts which might be included to add extra effects. Not nessisarily needed most games I played they weren't included but effectively consider it extra bonuses that can be applied.

It's very open ended as a system and very much can be tweaked or expanded on as you like with the FATE core adding more to the system though it's still by far very rules light. The big benefit is it can work in any setting. I've used FAE in an Avatar the Last Airbender RP, a lovecraftian horror story, a somewhat ironically Fate series RP, and a retrotech space adventure. Very narrative focused for a system.

PDF can be obtained here. They have a pay what you want system though you don't need to pay either, more a 'if you want to support them' deal. The FATE core though is paid for as far as I know. Decently long length wise though it explains things out mostly for the GM. Near the back is a quick reference chart that is honestly enough in those two pages to get a general idea how to play. My description is probably far from the best/cleanest and I've only really been a player though I've found it simple enough to jump in, and it has plenty of room to add in more elements if you want to say add advancement/leveling of some sort or anything else to 'progress' the characters through the story.
 
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