• blanket@sh.itjust.works
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    24 days ago

    let me tell you about daggerheart!

    having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after and i’m hoping that it’s popularity continues to grow.

    things i like:

    • new player friendly (either new to ttrpgs or new to this system particularly)
    • heroic curve for player actions (2d12 > 1d20)
    • narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
    • degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
    • hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
    • the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
    • the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)

    if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.

    other systems that i’ve eyed but haven’t had a chance to play yet:

    • delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
    • lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
    • the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
    • mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)

    most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.

    as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.

  • BartyDeCanter@lemmy.sdf.org
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    25 days ago

    When it come to more traditional RPGs, I really like Pathfinder 2E for the following reasons:

    • It scales very well from level 1-20. The math just works
    • Encounter design and balancing is easy for the busy GM
    • All of the classes are good, there aren’t any trap classes
    • Teamwork is highly encouraged through class and ability design
    • Degrees of success/failure
    • Easy, free access to the rules
    • The ORC license
    • https://pathbuilder2e.com/
    • Pathfinder Society Organized play is very well done and well supported by Paizo
    • Women wear reasonable armor
    • The rune system for magic weapons/armor
    • And so many more
    • festus@lemmy.ca
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      24 days ago

      For me it’s the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

  • Kichae@wanderingadventure.party
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    25 days ago

    People are very bad at explaining what they like about things, because usually they like things in contrast to things they don’t like. And people who do identify what they like positively often just get told that their input isn’t welcome, either.

    The problem isn’t whether someone is focusing on negative aspects of what you’re playing or the positive aspects of what they are, it’s that discussions about minority systems are often just puked up onto people who weren’t asking. The conversation is often:

    “Hey, how can I do [thing] in [game I’m playing]?”

    “[Game you’re playing] sucks at [thing]/isn’t designed for [thing]. You should play [something else].”

    “But I like [game I’m playing], and don’t want to convert to a whole new system.”

    This means not only is the asker’s question being totally ignored, but they’re being hit with – sometimes even bombarded by – value judgements they weren’t interested in.

    • Susaga@sh.itjust.works
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      24 days ago

      This is called the X/Y problem. You ask “how do I use X to do Y”, and the answer is you don’t. You don’t even want to. You want to do Y, and just assumed that X is how you’d do it. So the answer might actually be “don’t use X.”

      To some people, they see your question as “How can I do [thing] in [game that does not do thing]?” Since they see it as an inherently flawed question, they try to fix your root issue and explain how to do [thing]. It’s not the answer you wanted, but it might be the one you need.

      I will admit, some people just like to shit on [game you’re playing], and will take every opportunity to hype up [game they’re playing]. But just as often, I see people defending [game they’re playing] just because they’re already playing it. And there is no harm in playing multiple games.

      I have a game on my shelf built for pure fight scenes that can’t do downtime (Panic at the Dojo), and a game built for wholesome slice-of-life that doesn’t let you do combat (Golden Sky Stories). They simply cannot do what the other does, and I wouldn’t like either of them as much if they did.