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TTRPGs: The Next Generation
(arcanemutterings.substack.com)
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
Not sure about fifth gen, but I moved to Savage Worlds after the OGL debacle and after I ran my first session with 7 players.
Part of the reason I moved was because SWADE is generic and made for homebrew, since that means I can run nearly anything I can imagine. The other part is that DMing it is way, way easier. It is about as crunchy as DND, while demanding less homework and allowing more fiat for the DM (as is with lighter rules ttrpgs).
One example, an encounter with 10+ combatants at early levels could easily take up to two hours at the very least on DnD. In savage worlds, you make those mooks extras and focus on keeping the boss interesting. Mooks hit as hard anyone else, but they'll drop from the first solid hit. This makes scenes like Boromir's last stand very achievable. That, plus the simplified action economy (similar to PF but simpler), power points instead of vancian magic, classless character system, means that people aren't looking and fidgeting around while a player rereads their sheet for the fifth time looking for a specific feature or description of a spell. Combat is over in minutes and since it just takes a couple of aced dice for it all to go wrong, it's exciting.
It does have some stuff I'd remove if I could (removing attack rolls would be the first thing I'd do, replacing it with a straight damage roll with riders to inflict shaken and/or wounds), but it is far and away the TTRPG I want to DM.
Edit: lots of edits, I'm sleepy and missed some stuff.