Sup /tg/I'm looking for a system recommendation.I won't bore you too much on the setting setup, since its not really that unique.Essentially the idea is that players are from the last city, Courtyard, in a world otherwise taken over by a massive growing castle/dungeon. Rumors that a mysterious "Castellan" was the one who caused it but nobody knows for sure. Yada yada.Players would start out as caravan hands helping a merchant who travels between Courtyard, and two other towns, Slops and The Eyrie. Getting themselves lost and travelling the worldwide castle, who's rooms get larger and more convoluted the farther away from the last bastions of humanity they go.I'm looking for a system that can work within that concept. Low magic. If it exists at all as a player option it should be either risky or take a lot out of them, either in materials or time. I know its hard to come by a system that does travel well, but if there is something there, that would be ideal.I thought maybe WH Fantasy might work, but I don't know which edition. I also had a thought Year Zero Engine might work because I've heard it does base management and I could work with players helping out the settlements, but I don't know much more about it.More art of castles is also appreciated. I'm looking for one specific one I remember seeing here years ago, with a huge castle, almost fractal. Impossibly big, which is really the feeling I want to capture. But google is so full of slop now I can't find it.
>>98851086Ryuutama comes to mind as something rather focused on journeys/travel, although that may not be low-magic enough for your needs.I know there's a LotR rpg that focuses quite a bit on journeys as well, which is probably also going to be closer to the level of magic you're looking for.Forbidden Lands is another I'd mention for a focus on survival aspects that also has some stronghold rules. WHFRP 4e is the one I've heard the best things about, with 2e being a decent alternative. That would almost certainly fit a more gritty low-fantasy vibe with risky magic, although it may be missing out on some of the more detailed travel rules. As for artwork, I've got some pretty sprawling fortresses and a few more geometric landscapes, but nothing I'd quite describe as fractal, so I don't think I have that specific pic.
>>98851086>impossibly big castle Ian Miller stuff? >system recommendation Might be tricky because depending on how surreal you want the magical cityworld to be. I'd be inclined to do a more abstracted map and urban travel rules from something like Vornheim and other osr travel rules with the city as hexes. Could try Perilous Depth's dungeon generation and castle theme it.
>>98851192Neat I'll take a look at those systems. I didn't even think about an LotR RPG but that is about the right magic level, yeah.I might end up defaulting to WHFRP 4e just because it has more side resources though.>>98851202>Ian Miller stuff?Not quite. The specific piece I'm looking for definitely digital art. But I do really like his stuff.>I'd be inclined to do a more abstracted map and urban travel rules from something like Vornheim and other osr travel rules with the city as hexes.Oh I've never even heard of those.For generation my plan was a bit more abstract. Creating a large collection of "setpiece" rooms, and randomly generating connections between them with different features. Narrow, full of water, monster den, that sort of thing.I just read Piranesi and I've always loved megastructures and that sort of thing, so I wanted to make something that gave the same sort of feel. Tower Dungeon is another inspiration. Huge antechambers with clouds and weather patterns.
>>98851232I think >>98851192idea about Fellowship is a good one. Its pbta but sounds like that would fit with your overall plan for area generation, more akin to a point crawl that would work really well with Perilous Depths. >Vornhiem is 15 years old lolEarly osr art city book. Hit or miss with the dungeons but overall a lot of ideas you can pull for whatever sort of urban fantasy crawling you want. The little bits on mapping and haggling I found useful. >Piranesi Never head of it, neat. Thanks anon.
>>98851192Based Ryuutama Chad
>>98854571I don't really get the hype for it.Everyone recommends it for travelling campaigns but when I looked into it it turns out it's just a simple skill check every day. The theming is great but it doesn't seem to have much depth as a system.
>>98851086>>98851192>>98854571I second or should I say third Ryuutama.Ryuutama is often you best bet for a TTRPG that travel/journey based over combat or larping. It has magic but it's pretty bare compared to other systems and going to be honest, the easiest to get other people to try out that's not 5e and all.
>>98858313Same. The DMPC as an actual role was also not a thing I liked. Might work for some people but the genre conventions of a benevolent guiding hand in the game universe being an avatar of the game runner was too twee for me.
>>98851086>I overengineered the setting to the point it's a one trick ponyUnless you plan to wrap this thing up in 3-5 sessions from the get-go, you have far greater problems than "what system". Because that's the least of your problems
>>98858313People who recmmend Ryuutama never even read it, not to mention playing or running.It's the same kind of retardation that makes people recommend The Riddle Of Steel to anyone and do so with full sincerity - they have no fucking clue what the game is, but it has the right reputation, so name-dropping it makes you look like you belong and have bespoke tastes, since you "know" something else than current edition of DnD