Qralloq says:
What is one thing great about Greece that you think the rest of the world doesn't know about or ignores?
That it's got a marginally shorter coastline than the entire continent of Africa? I don't know, that's actually a pretty tough question to answer.
nezzeraj says:
What about WFRP and RuneQuest make them stand apart to you that would persuade others to try them out?
I've answered before about what I love in WFRP, but I guess this is more about a pitch to hook in players.
WFRP
- It's actually post-medieval to early renaissance, which is a change of scenery. There's primitive firearms and an emerging merchant class that challenges the nobility.
- Magic is rare, wild, powerful, dangerous and unwieldy. Which to me preserves a sense of mystery about it, as opposed to Vancian magic systems where spells function exactly as written.
- It's built on the wargame's rules and if you've watched a bit of Fantasy Battles, you know how miniatures drop like flies. This lethality coupled with the magic system makes it supremely rewarding when you actually make a stand against all odds and still somehow prevail.
- All of the above don't sound like something unique or innovative, but remember this first came out in 1986. It was back then, and it's been refined since, on top of the setting itself having a ton of lore by now if you want to dig into it, without that being a requirement to play.
RuneQuest
- It's set in a Bronze-like Age. A nice change of scenery from the usual medieval fantasy, plus I've written before about growing up with mythology, Homer's epics and all that.
- Everyone can use magic!
- "Adventurers" are an organic part of society, as opposed to the more Wild West approach of them being trouble seekers for money.
- It uses the BRP d100 system, which I think is a bit crunchy and exhaustive but works wonders in levelling, especially since you raise what you use in a very Elder Scrolls kind of approach. It's the same base system as Call of Cthulhu d100, so knowing that one eases the transition.
- Since I brought up levelling, you get to run one adventure per season, which tends to pace a character's growth, as opposed to just going into a dungeon for a couple of days and walking out with +5 levels.
- The slower pacing means you don't hit cartoonish levels of power all too fast. Plus, downtimes make sense as you rest up and take care of your family, livestock and estate, which in turn provide a steady source of income and spare backup characters while also grounding you to the world itself so you don't become a murderhobo.
- Again, this first came out in 1978 so it was a wild deviation from the D&d paradigm. Also its creator was huge into shamanism and stuff, so all that spiritual and magic stuff is written pretty solid.