I’m looking for a better TTRPG experience. Started with AD&D in satanic panic era, left, came back to 5E a half dozen years ago. Got a great group & GM but some things just don’t suit me. For one, wouldn’t mind being done with Hasbro. My biggest issues in D&D? Character regret, & swinginess. Rolling up a character idea that sounds fun, but in-game always seems to go some completely different direction & now I’ve got an established character everyone depends on but locked into an un-fun stat / ability set. And ALWAYS whatever my concept is I can’t seem to roll for crap in those stats even with the bonuses, failing check after check when it’s the one thing I should be good at. That should only be possible rarely IMHO. Goals: I want above to go away or be much weaker. I want to be able to introduce friends & family who are new & unsure, probably rules light? But I do like dice rolling & some structure, don’t know if a pure storytelling game would work. Can’t be purely abstract. I love a good campaign but also a lot of times just want to be a beer league player, sit down, go to a cave & smash stuff, without needing a complex story to it. Party needs gold, rescue the missing turtle, let’s get swinging. Have thought for a long time about maybe west marches type scenarios. Show up, solve problems, check boxes, bring a new sheet to the next game whenever. Would work great for some of the gang. Not at all adverse to player death. Sorry so long, love to hear opinions!

  • upernikos@lemmy.worldOP
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    9 months ago

    I have a copy of Ironsworn but I’ve always thought it was basically solo? I will crack it open, thanks!

    • tissek@ttrpg.network
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      8 months ago

      Solo, GM-less (co-op) or guided (with GM) all work well. The tools provided for GM-less/solo play also facilitates GMing. Almost autopilot.