When I think Renaissance I think high-political, low-monarchy, with tech based off of Da Vinci's Sketches. Middling to high economic focus, but the real focus of the setting should be Artisanship. If there is any magic in such a setting, it'll be rather cerebal in nature, and heavily tied to the arts or the sciences.
If you're insisting WFRP is a moronic answer, you'll need to show your work.
If you're claiming WFRP is medieval and not Renaissance, then you're the moronic answer.
Honor + Intrigue - 16th or 17th century swashbuckling adventures. Agile system. Core book layout can be a bit annoying at times.
GURPS (Renaissance Venice, Swashbucklers) - A bit of an obvious answer, but it'll work. Crunchier, obviously. Good gazeteer content.
WFRP 2e - Faux-Ren in a fantasy setting. A dead simple and largely intuitive system. Not much official content on Tilea or Estalia, the setting's Italy and Spain equivalents. Lots and lots of fan content in addition to easy to find official splats. A good system but probably not what you want if you're leaning historical.
Haven’t played myself, but have heard good things. Osprey is pretty reliably great.
Lamentations of the Flame Princess
Aquelarre
Lex Occultis
Seconding LOTFP
Have you tried playing D&D?
Seriously though, pic related has what you're looking for but it also requires a special kind of history autism and goes a bit further than renaissance.
Seconding AD&D. Plenty of fun historical shit and easily hacked to your desired effect.
As weirder choices I’ll throw in a couple, season to taste of course. >Blades in the Dark - easily can be tweaked to run in any major city such as Florence/Venice/Rome/etc. Removing magic / ghosts doesn’t hurt much. >Pirate Börg / Mork Börg. The former also easily covers through the 17th and 18th centuries.
Seriously though: all that plate mail and crazy halberds and castles you see in standard D&D were historically still made during the Renaissance anyway. All you need to add is a system for muzzle loaded firearms (and maybe some cannons) and you're set.
Now, after that, you'll want to add some good mechanics for intrigue, manipulation, poisoning, crafting, trade, and other more social less combat skills I assume? So D&D is out.
Gurps (because you like GURPS), Nephilim (because you like percentile skill systems and want to have magical spirits engaged in battles with alchemist Rosicrucians), Ars Magica (because you want a game about wizards trading library access and arguing over academia, while fighting demons and the Church both), Mage: Sorcerer's Crusade (because it's Mage the Ascension, but with different words in spots and Ars Magica is too smart for you).
Besides what says here, what needs to be considered when doing a Renaissance campaign/making an original setting for such a campaign, are there any common misconceptions about the era?
Have you tried playing D&D?
Seriously though, pic related has what you're looking for but it also requires a special kind of history autism and goes a bit further than renaissance.
Standard fantasy is pure medieval.
Renaissance settings have muskets, less of an emphasis on armor, more developed societies, and emerging arts & sciences.
I'm under the impression that standard fantasy is early Renaissance anyway. The equipment and social mores fit it.
I get what anon means though.
Mystara for example has a ton of more renaissance elements, as does a setting like Golarion.
It can be surprisingly hard to find genuinely Low / High Medieval settings other than at a surface level.
muskets/less armor is modern age stuff (16th-17th century), which at best is late renaissance... but not many settings are late renaissance
early renaissance (15th century) is handgonne (still pretty crappy firearms) and full mega blaster plate armor everywhere, a lot of settings are in this era or at least in this era but without gunpowder
Like you can't set house rules >Only humans >Only martial classes (gunslinger, fighter archtype master of spear or halabeard (pike and shot) >only alchemist is "magical class" alowed
Like there aren't the rules to run a renaissance campaign or even the equipments and weapons, reinassance was the time of pike and shot, the arrival of the "full armor knight" that we always see in tv when in reality no one wore those full plate armour that were invented during the reinassance.
>ah yes. the medieval/renaissance super hero fantasy simulator, good only for superheroic combat in the faux middle ages
Spoken like a true dndrone. It can as you said with homebrewing begin to run renaissance combat and that not well because the hp bloat and all the shit dnd has stapled on.
Stop fricking using dnd for everything for fricks sake
Why exactly did alchemy become so popular during the Renaissance, and what are some things that we could do with either it or regular magic in a Renaissance game that haven't been mentioned already, like the mention of Ars Magica?
The renewed popularity in ancient Greek and Roman mystical texts, and the introduction of contemporary Arabic texts from the East. Combined with an economy prosperous enough for the wealthy to either spend money on those texts and their materials, or fund people who wanted to do it.
GURPS
GURPS 4th - Hot Spots - Renaissance Florence, Renaissance Venice, Merchants of Venice, and Spies of Venice
When I think Renaissance I think high-political, low-monarchy, with tech based off of Da Vinci's Sketches. Middling to high economic focus, but the real focus of the setting should be Artisanship. If there is any magic in such a setting, it'll be rather cerebal in nature, and heavily tied to the arts or the sciences.
Literally you want the game line "GURPS Renaissance Venice"
The Runed Age, if you want magic added in.
Why not just play a Greek game since Renaissance is just Greek kitsch with Christcuck trappings?
>Christcuck
As always, the neopagan demonstrates his ignorance
Uhh like warhammer fantasy is my first thought.
Everyone posts, nobody reads.
If you're insisting WFRP is a moronic answer, you'll need to show your work.
If you're claiming WFRP is medieval and not Renaissance, then you're the moronic answer.
WFRP is a perfectly valid answer. Arguably the best answer in the thread for various reasons.
But 4 people posting it without responding to each other indicates that everyone posts and noone reads.
Just consider it a vote of confidence for the system and suck it up.
WFRP
It would be cool if Ogres actually had some depth instead of "me belly big, me want to eat, me kill and eat"
Ironclaw
Warhammer fantasy, set in the Empire
D&d 5e
WFRP
Honor + Intrigue - 16th or 17th century swashbuckling adventures. Agile system. Core book layout can be a bit annoying at times.
GURPS (Renaissance Venice, Swashbucklers) - A bit of an obvious answer, but it'll work. Crunchier, obviously. Good gazeteer content.
WFRP 2e - Faux-Ren in a fantasy setting. A dead simple and largely intuitive system. Not much official content on Tilea or Estalia, the setting's Italy and Spain equivalents. Lots and lots of fan content in addition to easy to find official splats. A good system but probably not what you want if you're leaning historical.
Dominion Rules
Anyone tried Grand Meccanismo? I was curious about it.
https://www.ospreypublishing.com/us/gran-meccanismo-9781472849670/
Haven’t played myself, but have heard good things. Osprey is pretty reliably great.
Seconding LOTFP
Seconding AD&D. Plenty of fun historical shit and easily hacked to your desired effect.
As weirder choices I’ll throw in a couple, season to taste of course.
>Blades in the Dark - easily can be tweaked to run in any major city such as Florence/Venice/Rome/etc. Removing magic / ghosts doesn’t hurt much.
>Pirate Börg / Mork Börg. The former also easily covers through the 17th and 18th centuries.
Lamentations of the Flame Princess
Aquelarre
Lex Occultis
>Aquelarre
Fairly sure this one takes places centuries before the Renaissance, anon.
Not that anon, but at least the English version of Aquelarre is set from 1300 to 1500.
oh yeah, I meant Renaissance d100
GURPS, run Renaissance Florence or Venice.
Northern or Italian?
Seriously though: all that plate mail and crazy halberds and castles you see in standard D&D were historically still made during the Renaissance anyway. All you need to add is a system for muzzle loaded firearms (and maybe some cannons) and you're set.
Now, after that, you'll want to add some good mechanics for intrigue, manipulation, poisoning, crafting, trade, and other more social less combat skills I assume? So D&D is out.
Gurps (because you like GURPS), Nephilim (because you like percentile skill systems and want to have magical spirits engaged in battles with alchemist Rosicrucians), Ars Magica (because you want a game about wizards trading library access and arguing over academia, while fighting demons and the Church both), Mage: Sorcerer's Crusade (because it's Mage the Ascension, but with different words in spots and Ars Magica is too smart for you).
Besides what says here, what needs to be considered when doing a Renaissance campaign/making an original setting for such a campaign, are there any common misconceptions about the era?
Have you tried playing D&D?
Seriously though, pic related has what you're looking for but it also requires a special kind of history autism and goes a bit further than renaissance.
Ironclaw
Not an RPG this is a legacy campaign game, as "fun" as those are. Not useful unfortunately due to all the ass 2 ass CREEEERC elements inside.
Unironically 3.5e, especially E6 rules.
Dude no
I'm a huge 3.5gay but no
3.PF gun rules are mid, and heavy armor is too strong as long as you stay more than 20 feet from gun users.
I'm under the impression that standard fantasy is early Renaissance anyway. The equipment and social mores fit it.
Standard fantasy is pure medieval.
Renaissance settings have muskets, less of an emphasis on armor, more developed societies, and emerging arts & sciences.
I get what anon means though.
Mystara for example has a ton of more renaissance elements, as does a setting like Golarion.
It can be surprisingly hard to find genuinely Low / High Medieval settings other than at a surface level.
muskets/less armor is modern age stuff (16th-17th century), which at best is late renaissance... but not many settings are late renaissance
early renaissance (15th century) is handgonne (still pretty crappy firearms) and full mega blaster plate armor everywhere, a lot of settings are in this era or at least in this era but without gunpowder
And you would be right
Worlds Without Number. Both the free and paid versions have rules for using early firearms. Also Ironclaw, which assumes a Renaissance-like setting.
1520:HRE 2D6 Adventure in the Holy Roman Empire
https://preview.drivethrurpg.com/en/product/397322/1520-hre-2d6-adventure-in-the-holy-roman-empire
Thanks for the link. Not sure what the frog has to do with the Renaissance though.
Chronicles of Darkness actually has a broad range of eras statted out in the Armory books, and it's a great social-heavy generic system.
Make sure to add the Swiss Guard
so.... Pathfinder 1 edition
>ah yes.. the prevalent historical renaissance rpg known as Pathfinder 1e
Like you can't set house rules
>Only humans
>Only martial classes (gunslinger, fighter archtype master of spear or halabeard (pike and shot)
>only alchemist is "magical class" alowed
Like there aren't the rules to run a renaissance campaign or even the equipments and weapons, reinassance was the time of pike and shot, the arrival of the "full armor knight" that we always see in tv when in reality no one wore those full plate armour that were invented during the reinassance.
>ah yes. the medieval/renaissance super hero fantasy simulator, good only for superheroic combat in the faux middle ages
Spoken like a true dndrone. It can as you said with homebrewing begin to run renaissance combat and that not well because the hp bloat and all the shit dnd has stapled on.
Stop fricking using dnd for everything for fricks sake
WHFRP 2nd Edition. The setting is literally 1540's with magic.
What most people think of when they say medieval is probably closer to renaissance anyway
What do you mean by that exactly?
Exactly what he said.
Why exactly did alchemy become so popular during the Renaissance, and what are some things that we could do with either it or regular magic in a Renaissance game that haven't been mentioned already, like the mention of Ars Magica?
The renewed popularity in ancient Greek and Roman mystical texts, and the introduction of contemporary Arabic texts from the East. Combined with an economy prosperous enough for the wealthy to either spend money on those texts and their materials, or fund people who wanted to do it.
Warhammer Fantasy RP. The Empire's actually a renaissance-era state, not a medieval one.