Just trying to start a conversation and see what people are interested in. Nothing special about the categories - add anything you want to talk about.
Favorites limited to ones I’ve played.
Overall: Fallen by Perplexing Ruins. Love the setting, atmosphere and mechanics. I have some quibbles about healing in the default rules but want the Fear mechanic in everything. It’s great for both groups and solo.
Combat: Lancer by Massif Pres
Solo: Broken Shores by BlackOath Entertainment. I haven’t managed to keep a PC alive for longer than an in-game week, but it’s awesome. Runner-up is Riftbreakers, also by BlackOath. Much less deadly and more heroic. Also the best run-a-group-solo that I’ve seen.
Magic system: Path of the Aram Thyr by BlackOath, again. Another solo, and I’m not a fan of the game-play loop, as written, but that is easily fixed by making your own narrative/PC goals. And the magic system is so cool.
Supplement: Lots here, but from what I’ve used in games is a tie between Into the Cess & Citadel and Into the Wyrd and Wild, both by Feral Indie.
I’ve got a large TBR/TBP pile, so a couple of things I’m very excited about: Across a Thousand Dead Worlds (BlackOath), Salvage Union (Leyline) and Goblinville (Narrative Dynamics). The current top of the TBP is Pirate Borg, Runecairn and WWN.
Apocalypse World 2nd Ed. has given me the most delight in the fewest sessions of any TTRPG. It takes a group willing to follow the rules though. If you try to play it the way you play D&D it won’t work so keep that in mind.
With Apocalypse World, I haven’t had a single bad session. They’ve all been interesting and hilarious. On the other hand, I’ve had all sorts of awful experiences with many other TTRPGs…
I can’t wait for a new edition to come out!
I’ve run a short adventure of three sessions for Call of Cthulhu, and so far is my favorite. Also, I want to expand on The One Ring 2e. I’ve run an introductory one shot and I was impressed about the flow and brutallity of the game, and I really liked it!
I have run and played so many different systems, but I’ve really settled on the Into the Odd/Cairn/Electric Bastionland core as my bread and butter. I’ve even got two separate hacks based on that ruleset in the works.
It’s fantastic, for me, because it’s streamlined down to bare minimum functionality, strips out a lot of what annoys me about other RPGs, but provides a stable base for me to build back on top any bits and pieces I miss or a given group of players will enjoy. Small enough that I can fit the entire system in my brain at once, while still sharing enough common language and concepts with more traditional d20 systems that running any random module I pick up is a piece of cake.
I’ve been playing a lot of Traveller with my group and I really enjoy it so far. Seth Skorkowsky has some great videos on youtube about it if you are interested.
I personally really love the Fate system - it’s much more hackable than other systems, so if a part doesn’t work for you, you can usually tweak/remove it, and it sells “system toolkits” which essentially are homebrew guides.
Overall, I find most heavy systems tend to put a crazy amount of focus on combat, which skews stories into pigeon-holing combat whenever possible. Most players I run for tend to view combat as a last-resort, so it’s hard to find heavy systems that match their playstyle.
I’ve only played and run D&D 5e. I did get the Pathfinder 2e humble bundle so might play that at some point. My party also owns two copies of the Call of Cthulu starter set which I would love to get around to one Halloween.
For small stuff we’ve played Honey Heist which was a huge amount of fun!
No interest in 5e. My group did the PF2e started set. Not bad. I enjoyed playing an alchemist bomber. Less fun with a rogue mastermind. I did set up a Honey Heist one-shot for our group on an evening that the regular GM was busy, but too many people had to pull out that we never did it. It does look like a lot of fun.