I enjoy the lore and character creation of Pathfinder 2e, but it's kinda hard to find anyone to play it with. And I don't have much interest in playing DnD for multiple reasons. I might make another thread looking for a party (I should mention I can't DM for the life of me), but I'd also like to expand my horizons and learn about some other cool TTRPGS.
The main thing I'd like is a lot of freedom, both from a story standpoint and a player standpoint. What I love most about Pathfinder is the expansive world allowing for a lot of stories to tell and play through, and the fantastic character creation, especially with the amazing ancestries. Not only do we have kobolds, but we have a bunch of creative original ancestries. The Conrasu are the most exceedingly bizarre playable ancestries in any game I've seen, and I mean that in the most positive way possible.
So yeah, I'd like to know some about some games you'd recommend!
(Posted here since the other TTRPG page is for characters. Whoops.)
What are some less mainstream TTRPGs you folks would recommend?
- WyvereWings
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What are some less mainstream TTRPGs you folks would recommend?

koraidon my beloved…




aspiring zoologist, amateur artist, and sea dragon!
Unfortunately I'm really bad at actually playing TTRPGs in person, however! Several of my friends play and enjoy Root, which is not only about cute woodland creatures committing war crimes, but it also works so that, when you roll for something, it's never "you fail to do X," it's either "you do X," "you do X, and something good happens," or "you do X, but something bad happens/it's done poorly/etc."
My favorite characters? Um...

I may be a bit biased.

I may be a bit biased.
- WyvereWings
- Posts: 86
- Joined: July 28th, 2023, 12:29 am
- Location: The hadal zone
- Pronouns: They/It/Xe/Shi/Wyrm
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I'm also bad at playing TTRPGs in person, mainly because the character sheets are kinda hard to fill out (at least when I played DnD) so I mostly prefer to do them digitally
Root seems interesting, but the system is a little confusing to me. Like if you're in a clearing looking for mushrooms, there's not a chance you don't find any mushrooms, but there is a chance the mushrooms you find are poisonous?
Root seems interesting, but the system is a little confusing to me. Like if you're in a clearing looking for mushrooms, there's not a chance you don't find any mushrooms, but there is a chance the mushrooms you find are poisonous?

koraidon my beloved…




aspiring zoologist, amateur artist, and sea dragon!
I guess it's less accurate to say you can't fail a roll, and it's more that you can't fail something you should be capable of. Like, in D&D, if you fail to pick a lock as a character who can pick locks, you're exactly where you were before, but now you've wasted some time; in Root, if you try to pick a lock as a character who can pick locks, you'll pick that lock - but you might break that set of lockpicks (-1 supply) or cause enough noise to alert hostile NPCs to what you're doing.
Like, you can't say "I'm jumping directly to the moon" and expect that to work, but if you're trying to do something your character should be able to do, you'll do it, and the roll just determines if anything else happens. To use the mushroom example, if you need to find mushrooms, then that field will have mushrooms and you will find them. If it's just some casual "hah, wouldn't it be nice if there were mushrooms here," then you'll successfully search the field, and either something neutral will happen (you don't find anything, but you get to see a very pretty field), something good will (you find mushrooms! You can just mark that as supply if you don't want to keep specific track of that), or something bad will (you trip over some hidden rocks, mark exhaustion).
And of course, the DM can always decide that, yeah, you just find mushrooms/don't find mushrooms, no need to roll, nothing interesting happens there.
Like, you can't say "I'm jumping directly to the moon" and expect that to work, but if you're trying to do something your character should be able to do, you'll do it, and the roll just determines if anything else happens. To use the mushroom example, if you need to find mushrooms, then that field will have mushrooms and you will find them. If it's just some casual "hah, wouldn't it be nice if there were mushrooms here," then you'll successfully search the field, and either something neutral will happen (you don't find anything, but you get to see a very pretty field), something good will (you find mushrooms! You can just mark that as supply if you don't want to keep specific track of that), or something bad will (you trip over some hidden rocks, mark exhaustion).
And of course, the DM can always decide that, yeah, you just find mushrooms/don't find mushrooms, no need to roll, nothing interesting happens there.
My favorite characters? Um...

I may be a bit biased.

I may be a bit biased.