this post was submitted on 09 Nov 2025
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I like weird old school influence stuff.
Whitehack is extremely interesting with the right group, the way magic works is a collaboration between players and the DM where the cost is influenced by how closely what you are/what the spell is called aligns with what you want to do. Also you pay HP which balances the power.
It really lets you delve into the whole vibe of terribly powerful magic with steep costs vs little cantrips. Like "fire" will be hard to use but flexible whereas "minor rend flesh" will do what it says on the tin. Then you get creative and come up with spells like "Stonewhispering" and so on.
Dolmenwood is a new one we're trying to get to the table. Suuuuuper playable out of the box with beautiful worldbuilding and a keyed hexcrawl, town maps, encounter tables and shit. Absolutely gorgeous if you want The King of Elfland's Daughter style adventuring with a weird fiction twist.
Worlds without number is something closer to modern DnD with the best homebrew toolkit and advice for GMs I've seen, too systems heavy for me though.
Edit: of course best till last is mausritter. You're mice, inventory management is easy and meaningful, casting spells generates quests. Any setting you like, cats are basically dragons.
Loads of fun, like 2 pages of rules, instantly evocative.