this post was submitted on 08 Jul 2025
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[–] ahdok@ttrpg.network 3 points 1 week ago* (last edited 1 week ago)

I'm not seeing any mention of it, but I think a lot of people might be interested in Break! - it's specifically aiming to make a game that has the vibes of an "adventure of the week" system, where you learn of an ancient ruin, gear up, venture through the wilderness, explore a crumbling tomb for loot, then get back in time for dinner and an ale. - Basically I'm saying that the game is specifically designed to try and tell the kind of stories that DnD is designed for.

Where break differs from DnD is in it's approach to mechanics. Downtime, journeying, exploring an adventure site, and fighting are all their own small, light subsystems of rules, so there's clear guidelines for how to run each of them, and they're largely aimed at highlighting the cruical and interesting moments for each of those activities, while quickly glossing past the faff and monotony of what lies between.

I've lost track of the number of DnD campaigns I've played where the DM didn't really have a clear framework for what to do on a long journey, and resorted to just tossing a couple of random encounter fights in because it "felt necessary", but they never felt like they advanced the story or contributed anything interesting to the game.

It's also a game you can recruit random NPCs and the like to join you and follow you around, and when they run out of HP you check to see if you remembered to give them a name. The world knows that characters who have their own names are important to the story, and characters who are just "that random bandit mook who surrendered and we brought them along" are not. If the character doesn't have a name when they hit 0hp, they die on the spot.

Oh, and fights take 10 minutes, rather than 2 hours - so you can have one in the middle of a session without it becoming the whole session. Yum.

[–] dukeofdummies@lemmy.world 3 points 1 week ago

I'm actually planning a twoshot of DC20 next week. So hopefully I will be able to do just that.

From everything I've been reading I've liked quite a bit, hopefully it works just as well in practice.

[–] ZombiFrancis@sh.itjust.works 3 points 1 week ago (1 children)

I never got a campaign off the ground, but Palladium had, I thought, a great system.

I loved the approach to alignment (good, selfish, evil) and awarding xp for roleplaying, clever ideas, and problem solving, rather than simply killing an enemy.

[–] shiftymccool@programming.dev 2 points 1 week ago

I consider this a good vs bad DM issue, not necessarily a game system issue. A good DM will offer XP for non-combat situations too even if it's not in a handbook. I guess I might have a different view on D&D vs other gaming systems because my group started with AD&D and just changed all the shit we didn't like. It was only D&D by name after a while. We had a mana system (spell mats are the worst), custom classes / races / spells, and a lot of fun. The most important part isn't the game system, it's good people to play with.

[–] enerhpozyks@eldritch.cafe 3 points 1 week ago

I'll add that every games does not suit to everyone. So, games that might please D&D players that I like (and that nobody already talked about in this thread):

- Cryptomancer: It's D&D for nerds, with a simpler system (or a sort of inverted Shadowrun). Like, imagine D&D but magic works like infosec. Yeap, that's it.

- Monster of the Week: A PbtA game to emulate supernatural horror TV shows and it's really easy to make it work in a fantasy setting. It might feel more like a Witcher game than a D&D game, tho (you investigate after a supernatural monster, track them to get them down). In any case, the PbtA family is rich and if players are curious of other systems, it's probably one of the easiest PbtA to try when you come from D&D : it's really easy to setup (30min to make a party at the beginning of the session, session 0 included), it's one-shot oriented and it has (I think) the more D&D-esques combat mechanics if all PbtAs.

- Outgunned: It's a very cool game with gambling mechanics which want to emulate action movies. It's easy to do Heroic Fantasy with it as "classes" are just "roles" and "tropes" and there is already some actions flicks (flavor-oriented optional rules) to play wuxia, swashbuckling and sword & sorcery. Also, it has the best mechanics for chases I ever seen and you may want to borrow that in you D&D sessions. Even for one session, it's worth playing (and there is two free kickstart sets with rules, premade characters and a scenario to try it !)

[–] Tudsamfa@lemmy.world 2 points 1 week ago

I genuinely thought this was about chess for a second.

[–] Wilco@lemmy.zip 2 points 1 week ago (16 children)

No no no ... 5e 2024 sucks.

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[–] UnderpantsWeevil@lemmy.world 2 points 1 week ago (5 children)

I think part of the problem is that 5e is so pervasive and baked into the "people who play TTRPGs" population that you need to sell them on why 5e isn't good before you can get them to consider why your alternative is good.

Frankly, I'm a White Wolf die-hard. I love Exalted. I love Werewolf. I love Mage. I tolerate Vampire. But as soon as I show someone a set of d10s and try to talk them out of the idea of "Leveling" they get scared and run back to the system they're familiar with. I also have a special place in my heart for Rollmaster/Hackmaster/Palladium and the endless reams of % charts for every conceivable thing. And then there's Mechwarrior... who doesn't love DMing a game where each model on the board has to track it's heat exhaust per round? But by god! The setting is so fucking cool! (Yes, I know about Lancer).

I will freely admit that these systems aren't necessarily "better" than 5e (or the d20 super-system generally speaking). But they all have their own charms. The trick is that selling some fresh new face on that glorious story climax in which three different Traditions of Magi harmonize their foci and thereby metaphorically harmonize fundamental concepts of society is hard to do on its face. By contrast, complaining about the generic grind of a dice-rolling dungeon crawl is pretty straightforward and easy.

[–] kattfisk@lemmy.dbzer0.com 1 points 1 week ago (9 children)

If you lead with "Thing you like is actually bad", their immediate response will be to disagree with you and start defending the thing they like. And if you want someone to listen to your arguments, rather than just try to poke holes in them, you must avoid putting them on the defensive.

To get through to people, find common ground and build off that. "If you like FEATURE in GAME, you'll probably love SIMILAR FEATURE in OTHER GAME because..." is something that's actually going to get someone interested, rather than start a pointless argument :)

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