Hi, I was writing a campaign setting that was meant to be a heavy metal, sword and sorcery, Robert Howard style setting.
Trouble is I'm stuck for a system, initially I went with DnD 5e just cos it has so many tools for making monsters and encounters, but then I picked PbtA as a particularly troperific system.
Now I'm kinda stuck, cos PbtA doesn't seem to have as much meat on it. Anyone have any advice or suggestions for systems?
Savage Worlds might be more what you're looking for. A bit more crunch than PbtA but not as much crunch as 5e or PF2, also there would be less work to convert the setting you're creating.
@Dee@AccoSpoot@rpg#SW is a good d&d adjacent option between new- and old-school. If you’re looking a more contemporary aesthetic then #Lucky13 is an option.
mork borg bills itself as light on rules, heavy on everything else, I wouldn't recommend it for what you're thinking of but it's a great game that's always worth checking out.
swords of the serpentine is a gumshoe system built from the ground up for sword and sorcery. definitely worth checking out.
If you want something in the vein of Robert Howard and Michael moorcock, barbarians of lemuria takes heavy inspo from both
Having run Root by Magpie Games a few times, I've really enjoyed how cinematic it feels. DND combat can be very fun and tactical, but it can also drag as players have to use turns to prepare attacks and then go sit in the back of the line for 10 minutes. PBTA on the other hand always felt quick and quirky with the different playbook abilities. But it's of course not going to be as deep as a crunchy game, and therefore I dont think it suits OPs needs
I think the problem is that I was playing cinematic-feeling games beginning in the '80s. (Late '80s, to be fair.) A game being "cinematic" isn't new to me. And the parts of PbtA that are actually new ... I just don't grok the appeal of. As in I don't like it and I don't understand what it is people who like it see in it.
I don't like Savage Worlds, as an example, but I see what some people enjoy in it. It's just not for me. I can see what they were going for. I can see how someone might enjoy the outcome of it. I just happen to not like the system. Ditto for GURPS or even D&D: I don't like it, but I see what the appeal could be.
With PbtA I don't understand it enough to even see what it is people like about it. And I can't find an "explain like I'm five" overview that closes that comprehension gap. All of the intros seem to presume I know what's appealing and are intent on showing me how to do it. None of them explain the actual appeal, leaving me lost.
For a fairly meaty swords and sorcery system, have you looked at Dungeon Fantasy RPG? It's GURPS distilled down to just the bits relevant to this kind of setting; so it'll definitely have the meat you're after.
If you're going for something mostly about the world you play in, the characters, ambiance, ... I wouldn't go to deep with a system. Keep it simple like a d100 basic system or something. Else it will take away from the roleplay and occupy the space in your games. My worst experiences in trpg were with systems with two many steps for a roll, too many rules to keep up with, that kind of stuff. The more time passes the less rules I want, give me a few attributes and skills with a d20 or d100 and let's go!
All the meet in pbta you’re supposed to get on zero session. So you just should play the system as intended. Huge bonus: for 3 PCs in game, you’ll get x4 mind power to create setting.