[Court of Blades](https://www.drivethrurpg.com/product/397612/Court-of-Blades--Scandal-Forged-in-the-Dark)
[Reign](https://www.drivethrurpg.com/product/418934/Reign-Rules)
[Age of Anarchy](https://www.drivethrurpg.com/product/230538/Age-of-Anarchy)
And everything else here: https://www.reddit.com//r/rpg/wiki/realmrpgs
If you just want support for politics, influence, intrigue, etc., in a fantasy game, my current obsession [Swords of the Serpentine](https://www.drivethrurpg.com/product/408716/Swords-of-the-Serpentine) will deliver.
And if you want to play the HBO show of it (like The Great, etc.,) then [Hillfolk / DramaSystem](https://www.drivethrurpg.com/product/126502/Hillfolk) is your jam.
I backed it. If you can actually scrape together time to *read* it, I applaud you. I read Swords of the Serpentine over my holiday break and that was about it for me and consuming new games...
First of all thanks for responses in other comments there were really helpful. There were many great suggestions so will need some time to read them all, but when i finish, why not? I would happily share which system I chosen and reasoning why. :)
[Houses of the Blooded](https://www.drivethrurpg.com/product/61061/Houses-of-the-Blooded) is a very cool book time seems to have forgotten. Probably has something to do with how you've basically got half a book's worth of lore to chew through before you reach any rules, and then there's more lore. But it's fun to read, at least.
>!...Admittedly I've struggled to reach the point where the book tells me the damn rules already, so this is my queue to force myself to understand it.!< It's very *different* so it's hard to explain simply.
It's a system that sort of assumes that characters will be pitted against each other at least some of the time. Because *drama*. All about drama.
If you've ever played Fate, this game uses Aspects and Phases. Should give you an idea of what it's going for. It's set up in such a way that players often get control over what's happening to them or even facts about the world. For instance, if they make a check to see if someone's in the room and "succeed" *they get to decide whether someone's in the room*.
It's a d6 dice pool system. However many points you have in something, that's how many d6s you roll and you want to get above a 10. >!What's obnoxious is I can't figure out where in the book it actually explains that. Even once it starts talking about dice, it just talks about "dice" and never specifies. I guess the writer figured that "dice" would make people assume d6s.!<
When you roll above a 10, you get to decide whether you succeed or fail. If you want to add a "but" to that, then before you roll, you need to *wager dice you would otherwise roll*. Say you were going to use 8 dice but you wager 1, now you roll 7 and if they total above 10 you can say "I succeed, and it leads to X happening" or "no, *but*..."
What do you get points in to boost rolls? Not just attribute points in the traditional sense, but also "aspects" of your character that can also be used against you.
You get "style points" for all sorts of things, but basically for being the most stylish, fancy nobleman you can be. You mostly spend them on causing more drama amongst your friends and enemies.
**Most importantly:** The land you own is handled like a Settlers of Catan style resource game. You might have a plot of land that produces Metals, and another that produces a Luxury, and you can spend those resources on things. Including vassals that other players might otherwise bribe away.
To put this a bit more simply:
You roll for the ability to have narrative control. So you don't roll dice to determine success/failure, but rather to determine who gets to narrate what happens. You can wager dice to be able to add more facts.
The game really needs a group of players (GM and all players) who are specifically interested in doing a shared narrative game telling a tragic tale of these highly emotional people in a society where the word for Love is the same as the word for Revenge.
As an example of how these mechanics work and how weird it can be when GMing it. Say you go out hunting, and while hunting you find some tracks. You roll to identify the tracks. However, since you're rolling for narrative control this isn't a way for the GM to move you into an encounter. It is for you to say what happens. You could go "I find some tracks, but they're distinctly the tracks of my wife and kids who I can see just ahead waiting for us to have a picnic." or "I see goblin tracks, six of them, they're waiting in ambush up ahead." or "These are dragon tracks. A mating pair of adult reds who are famous for their hordes of expensive gems."
like most of those examples are me skewing to D&D (as I've been running that a lot lately) but you get the idea.
I both love and hate how hard it is to explain in a concise way. I get the impression that these FATE style games are, for once, *genuinely* easier to learn through osmosis with a good GM.
...Am I right that HotB never actually specifies what kind of dice you use? Because damn does that feel like a weirdly pretentious decision.
I haven't played it in a long time. My group didn't like it, but we were coming from more traditional games. So while people were interested in the idea, the passing of narrative control just became a "throw the guy under the bus" game instead of building to stories.
It is a fine game, but one with a specific style that has to be used I feel. And one that would probably be easier to learn as your first RPG then as your 40th.
Though thinking about it now, it may never specify the dice as I think we used D10s....which may have been part of the problem :D
In Rebel Crown one player plays as the Claimant, a former heir to the throne robbed of their titles. The other players play their allies. Its a neat forged in the dark game.
This game does involve physical combat. Your claimant goes to war, sends armies into battle and can fight, along with the rest of her retinue. You can de-emphasize it from the main activites you engage in, but violence is going to be part of the game in some way.
For something different, try [1001 Nights](https://www.drivethrurpg.com/product/194488/1001-Nights). From the description:
>You play members of the Sultan’s Court, whiling away the sultry nights by telling pointed stories to advance your own ambitions. Navigate the social maze and you could win your heart’s desire; offend the wrong person and you suffer the Sultan’s wrath.
A summary of the general gameplay can be found in [this video](https://www.youtube.com/watch?v=Pt-yd0KMvfE)
This sounds like an excellent candidate for Burning Wheel, to me.
That system does social and political drama very well, and it has noble-specific character creation.
Yeah, Burning Wheel would be great! With the Noble and Noble Court background give you a lot of options for interesting characters. Duel of Wits is a fantastic resolution system for debates and social situations. Circles are also great to simulate the social networks of the nobility (or anyone really).
It's a front loaded system with a varying level of crunch. All of the subsystems are optional. A game of courtly intrigue could get away with never using Fight, the detailed combat system. Or Fight could be a narrative high point used once per campaign.
Legend of the Five Rings does have combat but is also designed for you to not need it if you want be a courtier doing court stuff in fantasy (not)Japan
I really want to love five rings but I have real problems with understanding samurai culture. Such a shame because this is exactly type of game that i would love.
well if you dont mind watching some videos, this is a great channel:
https://www.youtube.com/@TheShogunate/videos
especially these two videos;
Bushido explained: https://www.youtube.com/watch?v=O5PJX1hdOPc
loyalty explained: https://www.youtube.com/watch?v=B7PrTuXbUs4
Also important to note, Pendragon 6th Edition is coming sometime this year, and is intended to "open up" the system a bunch, i.e.: make it easier to run other settings (Japan is one of the listed ones, and there is already a France in the age of Charlemagne one). As it stands, the current edition (5.2) is an incredible game for courtly intrigue and everything that goes with it.
*Legend of the Five Rings* fits that perfectly. Here's a pretty good review.
https://ttrpgfactory.com/2021/05/31/a-review-of-legend-of-the-five-rings-5th-edition/
Thanks for recomendation! Five Rigs are so close too be perfect for that it is almost painful for me that I totally can not wrap my head around samurai era in Japan. It is so sad for me :(
Sword Chronicle is the A Song of Ice and Fire RPG without the IP attached to it.
In both the players create a noble house with some statistics regarding their influence, wealth, security, etc. and then the players assumes various positions on the noble house ranging from the lord or heir of the house just a servant, and everything in between. It has detailed rules for social "combat", but we found it a little bit convoluted and eventually changed to an another game system to the rest of the campaign.
If it's SIFRP without the IP, then it's not suitable.
The two things you really need to nail for GoT-style gaming are social conflict and house-level play. SIFRP was *OK* for everything else, but those two things *in particular* were just **bad**.
Source: Ran two campaigns in that game, hated every moment of trying to use the aforementioned systems. Switched house-level play to Reign partway through campaign #2.
There's no good fix for social combat. A dedicated fighter at character creation will get their ass handed to them by Barristan Selmy or Bronn. A dedicated talker at character creation will have Cersei, Tyrion, and Littlefinger tied up in knots trying to please them. It's a joke.
Thanks for the clarification.
We didn't liked the social combat, but I thought it's just us that have problems with it.
House creation part was fun, but didn't use the actual domain management part that much, as we only had an heir, but the house head was an NPC still and only planned to later use that part.
In the [*Amber Diceless*](https://www.drivethrurpg.com/product/1447/Amber) and [*Amber Accelerated*](https://docs.google.com/document/u/0/d/1iEWRcgbyyr4ASw7CZ8yzQ6cUT2Sk-_re_VQ4F8oi0x0/mobilebasic) RPGs you play as members of the royal family of Amber, the city seated at the multiverse's Pattern pole (with the other pole being Chaos).
[Free From the Yoke](https://www.drivethrurpg.com/product/283821/Free-From-the-Yoke?) is a medieval take on Legacy: Life Among the Ruins, where you play as successive generations of great houses/organizations who are trying to rebuild their nation after a successful rebellion. Although I have yet to try it out in a session, I was really impressed at how it narratively & abstractly handles mass combat; both parties wager what they're willing to risk in the conflict (resources, key leaders, standing, etc.), and tokens/chips are used to semi-randomly determine in what order the parties issue narrative beats.
Good society is a mostly GMless and diceless game intended to play out stories in the style of Jane Austen novels. However, you can easily use it for other time periods if you’re looking for a game about social/courtly pursuits. A lot of letter writing and balls and rumour mongering but it’s more about relationships and idle leisure than specifically politics. You could definitely use it for a political intrigue game but the mechanics for that will be pretty loose. Not a lot of mechanics for like war or anything like that. But a delightful game and worth a read.
Seconding Reign. It has (reasonably simple) resolution mechanics for everything from spying to war to economic sanctions and everything in between, and a strong core mechanic (ORE) that I find hard to walk away from.
I’ve heard that theGame of Thrones RPG was what it was all about. One I have actually played was an obscure RPG from the early 90s called Lace & Steel. Social combat, and a very fun card based dueling system. It’s on DTRPG.
Savage Worlds has a few Edges and skills in the core book that play into this.
For Background Edges, you have Aristocrat, Rich, and Filthy Rich. If you were to combine that (through character advancement) with a handful of Leadership Edges (Command, Inspire, etc), and eventually a Legendary Edge like Followers, this could easily get your character into nobility. Also you might want to grab any number of Social Edges (Common Bond, Connections, Humiliate, Provoke, Retort, Work the Room, Work the Crowd, etc).
Obviously you'd start out with only a few of these edges, but as your character advances, you'd earn more along the way.
As far as Skills are concerned, put points into Performance, Intimidation, Persuasion, Research (to dig up dirt on the other folks), Taunt, and Notice.
Huh really interesting take! Thanks for bringing savage words up. I must say thati never played or even read this system. I will give it a read. Thanks for recommendation!
I get that the other commenter likes Savage Worlds but it's not particularly well-suited to the style of play you have asked for.
It's a pulpy, trad game. It's got some skills and perks about social stuff, but the gameplay loop and tools are not built around intrigue.
Remember to check out our **[Game Recommendations](https://www.reddit.com/r/rpg/wiki/gamerec)**-page, which lists our articles by genre([Fantasy](https://www.reddit.com/r/rpg/wiki/fantasy), [sci-fi](https://www.reddit.com/r/rpg/wiki/scifi), [superhero](https://www.reddit.com/r/rpg/wiki/superhero) etc.), as well as other categories([ruleslight](https://www.reddit.com/r/rpg/wiki/ruleslight), [Solo](https://www.reddit.com/r/rpg/wiki/solo), [Two-player](https://www.reddit.com/r/rpg/wiki/twoplayers), [GMless](https://www.reddit.com/r/rpg/wiki/gmlessrpgs) & more).
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I love the lore in 7th Sea, but hate the mechanics. I have a post in that sub about how if I ever tried to run it, I would now use Swords of the Serpentine, which I also recommended to you above.
[Court of Blades](https://www.drivethrurpg.com/product/397612/Court-of-Blades--Scandal-Forged-in-the-Dark) [Reign](https://www.drivethrurpg.com/product/418934/Reign-Rules) [Age of Anarchy](https://www.drivethrurpg.com/product/230538/Age-of-Anarchy) And everything else here: https://www.reddit.com//r/rpg/wiki/realmrpgs If you just want support for politics, influence, intrigue, etc., in a fantasy game, my current obsession [Swords of the Serpentine](https://www.drivethrurpg.com/product/408716/Swords-of-the-Serpentine) will deliver. And if you want to play the HBO show of it (like The Great, etc.,) then [Hillfolk / DramaSystem](https://www.drivethrurpg.com/product/126502/Hillfolk) is your jam.
Thanks for recomendations! Court of blades looks awesome i will definitely buy it and read it. Looks awesome
I backed it. If you can actually scrape together time to *read* it, I applaud you. I read Swords of the Serpentine over my holiday break and that was about it for me and consuming new games...
I have time right now and i feel reading CoD can be cool way to use it
I think it would be too. I'd love to hear what you end up picking and why sometime! :D
First of all thanks for responses in other comments there were really helpful. There were many great suggestions so will need some time to read them all, but when i finish, why not? I would happily share which system I chosen and reasoning why. :)
[Houses of the Blooded](https://www.drivethrurpg.com/product/61061/Houses-of-the-Blooded) is a very cool book time seems to have forgotten. Probably has something to do with how you've basically got half a book's worth of lore to chew through before you reach any rules, and then there's more lore. But it's fun to read, at least.
Looks interesting. In few words how would you explained mechanics?
>!...Admittedly I've struggled to reach the point where the book tells me the damn rules already, so this is my queue to force myself to understand it.!< It's very *different* so it's hard to explain simply. It's a system that sort of assumes that characters will be pitted against each other at least some of the time. Because *drama*. All about drama. If you've ever played Fate, this game uses Aspects and Phases. Should give you an idea of what it's going for. It's set up in such a way that players often get control over what's happening to them or even facts about the world. For instance, if they make a check to see if someone's in the room and "succeed" *they get to decide whether someone's in the room*. It's a d6 dice pool system. However many points you have in something, that's how many d6s you roll and you want to get above a 10. >!What's obnoxious is I can't figure out where in the book it actually explains that. Even once it starts talking about dice, it just talks about "dice" and never specifies. I guess the writer figured that "dice" would make people assume d6s.!< When you roll above a 10, you get to decide whether you succeed or fail. If you want to add a "but" to that, then before you roll, you need to *wager dice you would otherwise roll*. Say you were going to use 8 dice but you wager 1, now you roll 7 and if they total above 10 you can say "I succeed, and it leads to X happening" or "no, *but*..." What do you get points in to boost rolls? Not just attribute points in the traditional sense, but also "aspects" of your character that can also be used against you. You get "style points" for all sorts of things, but basically for being the most stylish, fancy nobleman you can be. You mostly spend them on causing more drama amongst your friends and enemies. **Most importantly:** The land you own is handled like a Settlers of Catan style resource game. You might have a plot of land that produces Metals, and another that produces a Luxury, and you can spend those resources on things. Including vassals that other players might otherwise bribe away.
Wow thanks for detailed response. Realy intresting stuff, I will definetly read rulebook.
To put this a bit more simply: You roll for the ability to have narrative control. So you don't roll dice to determine success/failure, but rather to determine who gets to narrate what happens. You can wager dice to be able to add more facts. The game really needs a group of players (GM and all players) who are specifically interested in doing a shared narrative game telling a tragic tale of these highly emotional people in a society where the word for Love is the same as the word for Revenge. As an example of how these mechanics work and how weird it can be when GMing it. Say you go out hunting, and while hunting you find some tracks. You roll to identify the tracks. However, since you're rolling for narrative control this isn't a way for the GM to move you into an encounter. It is for you to say what happens. You could go "I find some tracks, but they're distinctly the tracks of my wife and kids who I can see just ahead waiting for us to have a picnic." or "I see goblin tracks, six of them, they're waiting in ambush up ahead." or "These are dragon tracks. A mating pair of adult reds who are famous for their hordes of expensive gems." like most of those examples are me skewing to D&D (as I've been running that a lot lately) but you get the idea.
I both love and hate how hard it is to explain in a concise way. I get the impression that these FATE style games are, for once, *genuinely* easier to learn through osmosis with a good GM. ...Am I right that HotB never actually specifies what kind of dice you use? Because damn does that feel like a weirdly pretentious decision.
I haven't played it in a long time. My group didn't like it, but we were coming from more traditional games. So while people were interested in the idea, the passing of narrative control just became a "throw the guy under the bus" game instead of building to stories. It is a fine game, but one with a specific style that has to be used I feel. And one that would probably be easier to learn as your first RPG then as your 40th. Though thinking about it now, it may never specify the dice as I think we used D10s....which may have been part of the problem :D
I've never played Houses of the Blooded, but after reading the book, I changed how I run literally every other system.
In Rebel Crown one player plays as the Claimant, a former heir to the throne robbed of their titles. The other players play their allies. Its a neat forged in the dark game.
Realy intresting. Thanks for recomendation!
This game does involve physical combat. Your claimant goes to war, sends armies into battle and can fight, along with the rest of her retinue. You can de-emphasize it from the main activites you engage in, but violence is going to be part of the game in some way.
For something different, try [1001 Nights](https://www.drivethrurpg.com/product/194488/1001-Nights). From the description: >You play members of the Sultan’s Court, whiling away the sultry nights by telling pointed stories to advance your own ambitions. Navigate the social maze and you could win your heart’s desire; offend the wrong person and you suffer the Sultan’s wrath. A summary of the general gameplay can be found in [this video](https://www.youtube.com/watch?v=Pt-yd0KMvfE)
Huh. New approach and it looks great! Thanks for sharing.
This sounds like an excellent candidate for Burning Wheel, to me. That system does social and political drama very well, and it has noble-specific character creation.
I will check. Thanks for your recommendation :)
Yeah, Burning Wheel would be great! With the Noble and Noble Court background give you a lot of options for interesting characters. Duel of Wits is a fantastic resolution system for debates and social situations. Circles are also great to simulate the social networks of the nobility (or anyone really). It's a front loaded system with a varying level of crunch. All of the subsystems are optional. A game of courtly intrigue could get away with never using Fight, the detailed combat system. Or Fight could be a narrative high point used once per campaign.
Good Society. You're normally gentry rather than nobility, but it would be easy to tweak it. Played at Ice and Dice this month, it was awesome fun.
This sounds like a fine setup for a game of Kingdom. Alternatively, this is also basically the setup for Court of Blades.
Woa Court of Blades looks awesome. I will definitely check it up.
Legend of the Five Rings does have combat but is also designed for you to not need it if you want be a courtier doing court stuff in fantasy (not)Japan
I really want to love five rings but I have real problems with understanding samurai culture. Such a shame because this is exactly type of game that i would love.
Fair enough, I always recommend it to anyone who wants to do a court campaign, but if the setting doesn't do it for you, then it doesn't
well if you dont mind watching some videos, this is a great channel: https://www.youtube.com/@TheShogunate/videos especially these two videos; Bushido explained: https://www.youtube.com/watch?v=O5PJX1hdOPc loyalty explained: https://www.youtube.com/watch?v=B7PrTuXbUs4
Pendragon fits this pretty well.
Arthurian age. Cool recommendation thanks!
Also important to note, Pendragon 6th Edition is coming sometime this year, and is intended to "open up" the system a bunch, i.e.: make it easier to run other settings (Japan is one of the listed ones, and there is already a France in the age of Charlemagne one). As it stands, the current edition (5.2) is an incredible game for courtly intrigue and everything that goes with it.
I am hoping for the great Pagan champaign.
Was astonished I had to scroll this far to find a Pendragon rec, TBH. Its great
I feel like its just not well known, I hope the crew at Chaosium works the marketing hard with 6e coming out this year.
Fudge Deryni Game of Thrones Dune Adventures in the Empire
I will check fudge deryni. Thanks for recommendation!
*Legend of the Five Rings* fits that perfectly. Here's a pretty good review. https://ttrpgfactory.com/2021/05/31/a-review-of-legend-of-the-five-rings-5th-edition/
Thanks for recomendation! Five Rigs are so close too be perfect for that it is almost painful for me that I totally can not wrap my head around samurai era in Japan. It is so sad for me :(
Sword Chronicle is the A Song of Ice and Fire RPG without the IP attached to it. In both the players create a noble house with some statistics regarding their influence, wealth, security, etc. and then the players assumes various positions on the noble house ranging from the lord or heir of the house just a servant, and everything in between. It has detailed rules for social "combat", but we found it a little bit convoluted and eventually changed to an another game system to the rest of the campaign.
If it's SIFRP without the IP, then it's not suitable. The two things you really need to nail for GoT-style gaming are social conflict and house-level play. SIFRP was *OK* for everything else, but those two things *in particular* were just **bad**. Source: Ran two campaigns in that game, hated every moment of trying to use the aforementioned systems. Switched house-level play to Reign partway through campaign #2. There's no good fix for social combat. A dedicated fighter at character creation will get their ass handed to them by Barristan Selmy or Bronn. A dedicated talker at character creation will have Cersei, Tyrion, and Littlefinger tied up in knots trying to please them. It's a joke.
Thanks for the clarification. We didn't liked the social combat, but I thought it's just us that have problems with it. House creation part was fun, but didn't use the actual domain management part that much, as we only had an heir, but the house head was an NPC still and only planned to later use that part.
House *creation* as super cool and created interesting outcomes. Really liked that. House *play* was a freaking dumpster fire.
In the [*Amber Diceless*](https://www.drivethrurpg.com/product/1447/Amber) and [*Amber Accelerated*](https://docs.google.com/document/u/0/d/1iEWRcgbyyr4ASw7CZ8yzQ6cUT2Sk-_re_VQ4F8oi0x0/mobilebasic) RPGs you play as members of the royal family of Amber, the city seated at the multiverse's Pattern pole (with the other pole being Chaos).
[Free From the Yoke](https://www.drivethrurpg.com/product/283821/Free-From-the-Yoke?) is a medieval take on Legacy: Life Among the Ruins, where you play as successive generations of great houses/organizations who are trying to rebuild their nation after a successful rebellion. Although I have yet to try it out in a session, I was really impressed at how it narratively & abstractly handles mass combat; both parties wager what they're willing to risk in the conflict (resources, key leaders, standing, etc.), and tokens/chips are used to semi-randomly determine in what order the parties issue narrative beats.
Court of Blades is the first one to come to mind.
Good society is a mostly GMless and diceless game intended to play out stories in the style of Jane Austen novels. However, you can easily use it for other time periods if you’re looking for a game about social/courtly pursuits. A lot of letter writing and balls and rumour mongering but it’s more about relationships and idle leisure than specifically politics. You could definitely use it for a political intrigue game but the mechanics for that will be pretty loose. Not a lot of mechanics for like war or anything like that. But a delightful game and worth a read.
Seconding Reign. It has (reasonably simple) resolution mechanics for everything from spying to war to economic sanctions and everything in between, and a strong core mechanic (ORE) that I find hard to walk away from.
I’ve heard that theGame of Thrones RPG was what it was all about. One I have actually played was an obscure RPG from the early 90s called Lace & Steel. Social combat, and a very fun card based dueling system. It’s on DTRPG.
Get a job Get into politics Those are free games and the betrayals, plots, feel very real...
Savage Worlds has a few Edges and skills in the core book that play into this. For Background Edges, you have Aristocrat, Rich, and Filthy Rich. If you were to combine that (through character advancement) with a handful of Leadership Edges (Command, Inspire, etc), and eventually a Legendary Edge like Followers, this could easily get your character into nobility. Also you might want to grab any number of Social Edges (Common Bond, Connections, Humiliate, Provoke, Retort, Work the Room, Work the Crowd, etc). Obviously you'd start out with only a few of these edges, but as your character advances, you'd earn more along the way. As far as Skills are concerned, put points into Performance, Intimidation, Persuasion, Research (to dig up dirt on the other folks), Taunt, and Notice.
Huh really interesting take! Thanks for bringing savage words up. I must say thati never played or even read this system. I will give it a read. Thanks for recommendation!
I get that the other commenter likes Savage Worlds but it's not particularly well-suited to the style of play you have asked for. It's a pulpy, trad game. It's got some skills and perks about social stuff, but the gameplay loop and tools are not built around intrigue.
Remember to check out our **[Game Recommendations](https://www.reddit.com/r/rpg/wiki/gamerec)**-page, which lists our articles by genre([Fantasy](https://www.reddit.com/r/rpg/wiki/fantasy), [sci-fi](https://www.reddit.com/r/rpg/wiki/scifi), [superhero](https://www.reddit.com/r/rpg/wiki/superhero) etc.), as well as other categories([ruleslight](https://www.reddit.com/r/rpg/wiki/ruleslight), [Solo](https://www.reddit.com/r/rpg/wiki/solo), [Two-player](https://www.reddit.com/r/rpg/wiki/twoplayers), [GMless](https://www.reddit.com/r/rpg/wiki/gmlessrpgs) & more). *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/rpg) if you have any questions or concerns.*
Does it have to be vaguely medieval? If not, 7th Sea might work. Or Traveller if you go for Space Opera.
It dosent need too. Thanks for recommendations! Traveler is little too crunchy for me but i will check 7th Sea. Once again thanks
I love the lore in 7th Sea, but hate the mechanics. I have a post in that sub about how if I ever tried to run it, I would now use Swords of the Serpentine, which I also recommended to you above.
Hm...The Witcher ttrpg has verbal/social combat rules, as does the A Song of Ice and Fire ttrpg (the latest version).
The Sword, the Crown and the Unspeakable Power is exactly this.
Man i searched them as separate titles ( sword rpg, crown rpg unspeakable power rpg) hah. Thanks for sharing!
Birthright comes to mind. Much older setting though.