Almighty TATTRPGFT, I ask you what is a good fantasy ttrpg thats like a smidgen simpler than/tighter than dnd thats flexible and has individual character progression thats cool? (I am so damn tired of dnd and after I finish my lancer campaign I'm gonna try to run a fantasy thing thats about world hopping since my brain cant stick with just one world... I wanted to run OSR stuff but most of my players want to keep their characters longer than a couple sessions)
THEME: World-hopping Fantasy Games
Hello there, so I’ve got some world-hopping games for you that I consider all much simpler than D&D, although the way they cater to your players’ wants may vary. Now I’m personally biased towards Forged-in-the-Dark games if your characters want to hold onto their characters and explore all of their mechanical and narrative details, but I’m also hoping that folks will see this ask and suggest more fantasy games that give you cool character abilities - maybe you can even mesh some regular fantasy games with something else on this list!
Portal Rats, by Tore Nielsen.
Portal Rats is a stand-alone fantasy tabletop rpg, based on the Black Hack rules.
There is an unlimited wealth of worlds out there. Some are embodiments of ideals, some the product of a god's fevered will, and some who seem to have congealed from pure potential. In Portal Rats you can visit all of them.
The core mechanic of Portal Rats is a roll-below test, using a d20 against an attribute on your character sheet. You have six attributes that should remind your players of D&D, although the backgrounds of your characters are less about your race and more about what you did in the past. The rules of the game look to be pretty concise, with much of the 58-page book being different character options and character classes. You level up when you finish a mission or quest, which results in more hit points, and higher attributes.
This game is probably close to what you as a GM are looking for: it’s an OSR mindset, with very little that allows the players to hold onto their characters if a roll goes badly. That being said, if your players are attached to their characters, they might be able to bring out emotional and narrative elements regardless of the system. Therefore, even if you pick up something that is more similar to OSR, they’ll find ways to role-play.
Vergence, by Small Cool Games.
Within the multiverse are a few places of great power called Vergences. They are ruled by families bred for the ability to open portals between worlds.
You play a member of one of these empowered bloodlines. Your birthright gives you the capacity to travel across infinite dimensions and manipulate reality.
But you’ll need to deal with conflicts involving your own powerful and manipulative family, secret conspiracies, mystical enemies, moldering gods, terrifying monsters, ancient artifacts, and existential threats with the potential to affect all the worlds of the Umbra. And possibly your annoying little sister…
Vergence is a Forged-in-the-Dark game that really amps up your character’s powers and broadens the stakes to a cosmic scale. Vergence is a much looser interpretation of Blades, taking away much of the bookkeeping found in the vice and heat mechanics that punish typical Blades’ characters. You also level up as a group, rather than individually, which I understand might not be what your playgroup is looking for, but your characters are still uniquely powered individuals with special abilities.
1400 Planes, by Unknown Dungeon.
1400 Planes is lo-fi hi-fantasy.
The multiverse roils with boundless existence. For many, the infinite planes of creation drift past at an immeasurable distance, their alien secrets perpetually out of reach. However those who break their mortal shackles and cross that liminal space, wander such exotic spheres on an eternal pilgrimage.
1400 Planes is a stand-alone table-top RPG. The rules are short and easy to learn and the whole game can fit on a single sheet of paper. It can be played using just the rules provided, or combined with other entries in the 1400 series to expand the world and provide more character and game options.
24XX games feel very slim and small, but I think they can provide the base for something bigger that caters to your group. They can also be combined with other games that use the same rule-set very easily, which you could use to provide interesting level-ups for characters. 24XX games are also usually pretty cheap, so you’re not going to break the bank picking up a few to play around with.
Planedawn Orphans, by Sharkbomb Studios.
Set in the Planar City, a strange melting pot that connects the vast diversity of the multiverse. You all play Planar Orphans stranded in this city, your original home worlds destroyed, corrupted or lost.
A mysterious Patron has brought you together, provided you with a base of operations and tasked you to complete a Planar Key. This key will let you create a new plane for you and your fellow refugees. Your quest will bring you to exotic places filled with strange creatures and bizarre phenomena.
This isn’t a game in itself - it’s a campaign framework - but it gives you the opportunity to cobble together a bunch of different games while still giving your players a structure upon which they can scaffold their character’s growth and personalities. I’m currently running this across a huge number of different games with a co-GM and my home group: so far we’ve played Household, The Wildsea, Sundered Isles, and The Great Soul Train Robbery!
Sig, City of Blades, by Genesis of Legend Publishing.
Sig is the nexus of the multiverse, where eternal planes and infinite primes meet. It’s a rough home for cutters and bashers, hungry for coin and glory. It’s a city of gods, demons, and stranger things which lurk. It’s a place where opposites meet, trading knives and kisses in equal measure.
The Silent Regent once ruled over the city with a bladed fist. Now her throne sits empty and the criminal factions battle for control. They dispatch crews of Freebooters, clever and bold, to further their schemes. This is where you come in.
In Sig: City of Blades, you will play the Freebooters in service to once of the mighty city factions. Your faction depends on you to perform vital missions to seize territory and coin from their rivals. This is a game about clever spies, renegade sorcerers and reckless smugglers. You are the best of the best and the worst of the worst.
If you are familiar with Planescape, I’ve heard that Sig: City of Blades gives off the same vibes, at least when it comes to setting. Rules-wise, it’s Forged in the Dark. It looks like in this game, the multiverse comes to you; as scoundrels in a city at the centre of these dimensions, there are plenty of ways for you to get rich in some kind of way that counts. If your group is up to play scoundrels and thieves, you might be interested in Sig: City of Blades.
Tiny Dungeon: Second Edition, by Gallant Knight Games.
Tiny Dungeon: Second Edition is powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written on a 3x5 notecard, and easy to understand and teach rules, Tiny Dungeon 2e is great for all groups, ages, and experience levels!
Tiny Dungeon feels like a very boiled-down version of a classic fantasy game; heritages that give you starting abilities, traits that are reminiscent of character classes, and a turn economy that structures combat to make sure everyone gets the same amount of time to do things. You use d6’s to roll, with 1d6 being the worst pool (rolling with a disadvantage) and 3d6 being the best (rolling with an ability or advantage). The game is meant to be mod-able, with optional rules and various micro-settings meant to get your inspiration flowing. The best part about so many different micro-settings that all use the same rules is that you can absolutely jump from one setting to another!
Fantasy Recommendations from The Past
Fantasy, With Tools
Echoes of D&D
Non-Western Fantasy
Non-Gritty Low Fantasy
Fuck Wizards of the Coast
I’d also ask myself if Slugblaster could be hacked to be about fantasy adventurers jumping into various dimensions, rather than teenagers hoverboarding across space and time. It certainly has plenty of pieces that allow your characters to dig into personal issues - the Trouble mechanic really lets you digest the kinds of things your character might have to neglect in order to go adventuring! You can read more about it in my Dimensional Travel recommendation post.
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