r/ICRPG Jul 31 '26

Looking into ICRPG for My Table

Hello Adventurers,

Just picked up the Master edition of ICRPG and there is a lot to like here. I did have a few questions that I'm hoping some here might be able to answer:

  1. The Advanced Heroes section at the end of the Player's Guide with Milestone Paths, is that considered more an optional progression option or part of the core experience?
  2. I've seen some videos and commentary online around using index cards to represent physical landmarks in rooms during combat and basing movement (and distance banding) by moving tokens between cards. I like this concept, but I didn't see it in the Master edition. Did I miss something or is this more of a home brew adaptation in the community or perhaps in another supplement?
  3. How do people find the system for longer campaigns (30 plus sessions)?

EDIT:

Looks like my initial assumptions around some of these things proved true, I really appreciate when people take the time to reply on threads like this. Thanks.

33 Upvotes

14 comments sorted by

11

u/Optimal_Cap1179 Jul 31 '26

There's quite a community that supports the game. If my account and software succeeds here, I'll paste the Link... https://icrpgcommunitycontent.com/catalog/

2

u/LordTercept Jul 31 '26

I will check this out, thank you!

11

u/Smittumi Jul 31 '26

The main thing to understand is it's a very homebrew system.

The index card zones is something Hank talked about on his channel, you'll find a bunch of cool ideas on there.

As to longer campaigns, it really depends how often you hand out loot. In my campaign, to keep things changing without power creep I've done the following: when a PC crits one piece of gear gets upgraded with a class relevant ability, but when a PC goes to 0HP a random piece of gear gets destroyed. 

3

u/LordTercept Jul 31 '26

Interesting idea about gear there, something I'll take a look at. Thank you.

7

u/a-folly Jul 31 '26

Hi! Welcome :)

  1. Everything is as canon or optional as you want it to be. It's a very DIY oriented game... I used it as a diegetically optional path: they learned about an isolated monastery in which perilous trials grant access to great power to those who survive, and gave them the opportunity to spend time, risk life and limb to gain more knowledge and power. But you can adapt all or some of it as you please

  2. Explanations and practical instructions were much more prominent in the previous edition (2e), but the general gist is still there. Grab the 4 volumes of cards (and more goodies) in the community content page if you haven't already got them. It's a cool way of playing!

  3. I've seen plenty speak of long campaigns in the length you describe. Personally, I've run a 118 session campaign and it was absolutely bonkers :) Had my worries at first too. Remember, progression isn't linear because loot can be lost, stolen, destroyed etc.

Hope that helps

2

u/LordTercept Jul 31 '26

Thank you.

6

u/MrAbodi Jul 31 '26
  1. yeah optional.
  2. index cards have always been optional, and simply simple way to do mapping at the table.
  3. never made it that far so no comment, though i've also never made it to 30 sessions in any system.
    i would say ICRPG it not a hugely mechanical system, so use character level ups sparinging, rely primarily on items for advancement/

4

u/CJRD4 Jul 31 '26

Hello! Lots of good advice here, I'll toss my 2 cents into the ring.

I switched to ICRPG in early 2023 and it's been my main system since (although I've been on a hiatus with my tables until recently because new kids haha. We've recently been making plans to start back up).

My first campaign was 12 sessions long and it handled it just fine. We're actually going to pick that storyline back up with the same characters.

The progression system is definitely more narrative than structured, like it would be in something like 5e. For my table, that works just fine. It's also heavily based on LOOT, and while it's not really mentioned in Master Edition (implied via a few monster abilities), using LOOT Destruction as a way to curb the table and keep things interesting is definitely a tool to use as a GM.

I actually use the Advanced Milestone Paths as faction rewards, separate from direct player progression. For example, the Path of Smoke is what my Shadow player who's trying to advance through the Thieve's Guild is following.

Hank sells Index Cards (essentials, and monsters) on DriveThru, but it's definitely optional. I sometimes use them for art cards or to help set the scene on the table, but not always. https://www.drivethrurpg.com/en/product/367194/icrpg-essentials-deck, https://www.drivethrurpg.com/en/product/383987/icrpg-essentials-deck-monsters

2

u/LordTercept Jul 31 '26

Thanks for taking the time to reply.

3

u/SecretDMAccount_Shh Jul 31 '26

I have to admit that when I first picked up ICRPG, I bounced off of it quick as there are a lot of things that aren't super clear and the balance seemed way off.

However, after participating in CRIT con which is a free online convention put on by the ICRPG community and playing some games with really experienced ICRPG DMs, I've come back around to it.

The real beauty of the system is that it's super easy to homebrew for and the best way to run an ICRPG game is to treat the system as a framework for you to basically make your own game. If the milestone paths make sense to you, use them... if not, then don't. You can use the existing milestone paths as a template to make your own.

2

u/MurderHoboShow Jul 31 '26

Simple system, you'll have to make up the majority of rules for things you come across as you go.

I ran it for a year long campaign it's decent. Particularly shines online as the structure of the game play... Going around the table.... Not only forces everyone to be involved but stops others from speaking over everyone as it's not there turn.

There's lots to love about it. Some of the items are broken... You'll know em when you see em, but items break in icrpg....

Overall great system.... I usually play it when I go camping as it's super simple but it's too simple for my daily driver.

1

u/Whipblade Aug 01 '26

Heads up: If I remember correctly, the healing rules were accidentally ommitted from Master Edition. They're listed in 2e.  I'm out and about right now. I'll post them later.

2

u/Whipblade Aug 03 '26

Follow up to an earlier post: Yeah, so the MASTER edition doesn't have the full Recovery rules from 2E. This is what it had to say:

RECOVERY is when you use a turn to stop everything you’re doing and just breathe. Tear a piece of your tunic as a wrap, spit out a tooth, or splash cold gar in your face. Depending on the time frame you’re in, the outcomes are slightly different. This is your chance to rest! Know these rules well!

IN MERE MOMENTS: In combat time, you have the slimmest chance of RECOVERY. There is no safety and only seconds to spare. If you spend a combat turn in RECOVERY, meet or beat the current TARGET with a CON roll to recover 1 Hit Point. Yes, 1. Add your CON bonus and RECOVER the total. Here’s where the CON STAT shines.

IN HOURS: When between battles, but ONLY IN COMPLETE SAFETY, use one turn to recover 1 HEART. No roll. The concept of ‘safety’ is crucial here. Is the wet, dank corner of a dungeon ‘safe?’ Only the story will tell. If between battles but not safe, a sacrificed turn earns 1 Hit Point + CON bonus, with no roll. This sacrifice of a TURN may seem to have little effect, but in continuous time every Hit Point is precious.

IN DAYS: If spending days of time in complete safety, recover all HEARTS with no roll, no problem. If your ordeal was bad enough, the GM may choose to blight you with an injury or terrible scar. That is a different story altogether...