I'm afraid to ask... what was the context around that?
Critical Role's attempt at a competitor for D&D.What's a Daggerheart?
I haven't had time to try it in beta, but I backed Draw Steel's campaign and I think it'll be far more in line with what my players like. They need fewer rules for roleplay because they're all artsy theater nerds and will create drama on their own, but love fun combat physics engines, which seems to be the focus of Draw Steel.I'm still looking forward to the official release of Draw Steel. I want to grab that, if I can, and run it for my wife and son. Early playtesting and conversation seems to suggest it'll be easier/more user friendly for new TTRPG players.
I hear you. As a GM and a player, something like 65-75% of my gaming is fantasy. High magic, low magic - whatever; some variation of 'I hit the dragon with my sword' or 'I hit the evil wizard with my sword.' I'd love to run a game for my family that's something different, but a key issue is finding something both my son and my wife would be interested in at the same time. And my son is as ADHD as I am, which means he really does flit between interests almost at random.Before I move fully over into another fantasy system though I'd love to drag my players kicking and screaming into a long-term game of Fallout, Vaesen, or Dune. (The latter has a fantastic worldbuilding/intrigue system, but it's combat system is basically pew pew back and forth til someone's defeated, and it's just not cinematic or dynamic enough for the folks I roll with. I kinda want to bolt a better combat system onto its social system.)
Something that really excites me, as lame as this sounds, is the video-gameyness...?.. Draw Steel seems to pull from. I think D&D/Pathfinder have gone on so long now where the classes are kind of just.. nothing? Like it might as well be GURPS - because the classes are just a starting point and nothing feels particularly unique because the right combination means almost any class can do almost anything.I haven't had time to try it in beta, but I backed Draw Steel's campaign and I think it'll be far more in line with what my players like. They need fewer rules for roleplay because they're all artsy theater nerds and will create drama on their own, but love fun combat physics engines, which seems to be the focus of Draw Steel.
For low magic, I hear great things about Shadowdark, but honestly the fanbase is so rabid the actual players put me off the system. I have Dragonbane which is a lower magic setting, kind of sure, there's wizards but they're not gods stuff. One Ring reskinned away from Tolkien might work too because you literally can't play a wizard. Everyone is very much a hand-on-hilt type of character.I hear you. As a GM and a player, something like 65-75% of my gaming is fantasy. High magic, low magic - whatever; some variation of 'I hit the dragon with my sword' or 'I hit the evil wizard with my sword.' I'd love to run a game for my family that's something different, but a key issue is finding something both my son and my wife would be interested in at the same time. And my son is as ADHD as I am, which means he really does flit between interests almost at random.
The other huge roadblock for me is work. I work a lot. And my work requires so much of my attention and brain power that I just find it incredibly challenging to plan out any games. That's why I started looking into HeroQuest, as it really doesn't require any prep. And I'm a hardcore prep-GM in TTRPGs, so a game where I not only don't have to do that, but actively CANNOT do that, would be helpful.
Still... I'm a roleplayer at heart, not just a loot goblin.
Something that really excites me, as lame as this sounds, is the video-gameyness...?.. Draw Steel seems to pull from. I think D&D/Pathfinder have gone on so long now where the classes are kind of just.. nothing? Like it might as well be GURPS - because the classes are just a starting point and nothing feels particularly unique because the right combination means almost any class can do almost anything.
Something I hate about D&D, and I am worried about with Draw Steel, is proliferation of magic. I want the 'Conan' and 'Sir Lancelot' characters to be able to exist, and not have random magic powers just because the game is set up for EVERYONE to be able to do magic. I do not like that. But I haven't looked into Draw Steel enough yet to know if I think that's definitely going to be a problem here too.
I'm okay with everyone being a superhero. I think over to things like the Chanson de Roland where Roland cuts a fully armored man from collarbone to the saddle of his horse. Knights of the Round Table, likewise, do all kinds of borderline superhuman things. What I don't want is to be forced into every single class being able to cast spells or have -clearly magical- abilities. It's like pulling out a new book and being like 'Oh nice, they added a cavalier class!' only to find out that the cavalier's 3rd level ability is to cast 2 cantrips twice per day. Like.. fuck off. Just make him a horsey fighter.Draw Steel definitely has that high magic, everyone is a superhero vibe to it, so it might not be what you're looking for. It's even more everyone is a superhero than standard D&D, but looks otherwise pretty fun.
For low magic, I hear great things about Shadowdark, but honestly the fanbase is so rabid the actual players put me off the system. I have Dragonbane which is a lower magic setting, kind of sure, there's wizards but they're not gods stuff. One Ring reskinned away from Tolkien might work too because you literally can't play a wizard. Everyone is very much a hand-on-hilt type of character.
Totally sensible. No shade on your players at all, but I could not play with people like that. It drives me crazy to have players that kind of treat the DM as if he's a television or a game console; just there to do all the work while they just get to be entertained. It's already hard to get into a whole new game when you're all adults with full lives. It would be basically impossible to do so when only one person in the entire group is willing to do any work.It's the familiarity that gets us, isn't it. And as you said, cos we're all busy. I can run a really bonkers 5e campaign with minimal prep now because I know the system like the back of my hand, and I improvise story beats in a way that has the players thinking I planned it all out months ago, but if I have to find the brain space to also learn AND TEACH a new system, I burn out. I think if a table of folks all agreed to learn the rules together I could do it, but, again, love my players, they never opened the player's handbook, and they aren't going to start now, and that goes for new games, too. It's all on me to onboard them. So I default to the system that requires no onboarding.