My kids (10 & 13) and I are wrapping up our first campaign together in D&D 5e, and I’m starting to think about the next one. It’s going to be a homebrew setting–future humanity decimated by climate change, but also elements of weird magic with giant plants and insects, inspired by things like Studio Ghibli, Kipo, etc.
After watching the recent Critical Role - Tears of the Kingdom oneshot, I started tinkering with my own system (PbtA based, with lots of opportunities for inventive crafting, and a video-game-inspired skill tree rather than strict classes) which is fun, but really time-consuming.
Wondering if anyone knows of an existing system that would work well for this setting? I’d like to find something simpler than 5e (which is the only system I know well), since they mainly enjoy the story and role-playing rather than lots of number crunching and detailed rules.
I like TD2e for basically everything. They do have related systems/sets of Traits for different campaign types.
Interesting, it certainly looks pretty simple to pick up and learn. Would it work for longer campaigns, though? e.g. is there enough scope for the characters to level up and develop?
It’s a system that gets out of the way of the storytelling, so the development is on the story.
That said, you can gain a few more Traits over time, which does increase your power.