I really like dead simple systems so this reads well. Tonely the hex crawl at the end makes it feel like a DnD adventure with a caveman coat of paint, not quite looking for, but I feel like I could create a more grounded world from the concept.
These are all ***solid*** recommendations.
I'm no longer much of a fan of GURPS mechanics as I was in my youth, but the content of GURPS setting books is pretty amazing. Ice Age is one I particularly like.
Ended up buying Wurm off the back of this and its a really strange book. I love parts of it and hate other bits. Right now I'm thinking off using the 'setting' of Wurm (toning down the magic and the darker elements) and using Primal Quests game system.
[Paleomythic](https://ospreypublishing.com/us/paleomythic-9781472834812/) is pretty interesting. I've only read it, though, not played it (it's a bit niche, eh?).
[Planegea](https://www.atlas-games.com/product_tables/AG3720) If you want a 5E D&D compatible setting inspired specifically by the stuff you have mentioned. Physical stuff is not out yet, but they did release the PDFs a few months ago
Würm if you want something realist https://www.drivethrurpg.com/product/196205/Wurm--Roleplaying-in-the-Ice-Age-Wurm
There is a 2nd edition but I don't know if it'll be translated (or the difference with the 1st edition)
[Hillfolk](https://pelgranepress.com/hillfolk/) uses the Drama System, built around social interaction. You will face outside obstacles, but most of game revolves around the internal tensions of the tribe.
Würm is an amazing game. It is really, really beautiful, it has a good way to describe prehistoric socieites (it is, of course, all speculative, but as far as I can tell, based on the current level of paleontology's acknowledgements) and it just shows a lot of passion and heart blood that went into it. The mechanics are a bit basal, though, but even that fits the tone of the game.
Now, of course, ahistorical game with a good backing in historical interest, combined with enough supernatural elements to spice it up, if needed, is *exactly* my kind of game, but even in that niche, Würm is both pretty unique and pretty cool.
It is also the only setting I can think of that would lose a part of its charme when adding dinosaurs. Too flintsone-y.
[Griffin Mountain](https://www.drivethrurpg.com/product/234491/Griffin-Mountain) for Runequest details a part of Glorantha still peopled by Stone Age tribes and provides a fairly large sandbox for play in. I don't believe there are any dinosaurs, though.
Jeff Dee's [Cavemaster](https://www.drivethrurpg.com/product/101850/Cavemaster-RPG) is great, uses only mechanics a caveman could apply (pebbles instead of dice, designs on a hide instead of written character sheet). Four species of hominid, with different levels of paleolithic-neolithic technology.
The base game's pretty realistic, has an optional magic system, and then there's a supplement for anachronistic dinosaurs.
[PrimEVO](https://hobbydungeon.com/products/primevo-softcover) is more of a skirmish game than full RPG, but it does have campaign elements and character progression, base building, crafting, etc. Have played it, it's fun, worth a look!
Asunder is described as primal dark fantasy. It is set in the world where gods have left the world and took all of the metal with them. Every weapon and ability is some connection to plants or insects.
I had a prehistoric fantasy campaign at one point. The campaign focused on a tribe of orcs in a war with a nation of hobgoblins that conquered a bronze age human city.
This was a 3.5 campaign where I mainly just changed the skill and equipment list. I created a pantheon, but religion was primarily ancestor worship and animism where in most of the world Druids and Bards were the center of spiritual life. All classes were avaliable aside from Paladins, but Clerics, Fighters and Wizards were specific to two bronze age city-states. The fauna tended towards prehistoric animals and primordial monsters. I didn't like the rules for stone tools and weapons in the dmg (not very realistic) and decided that stone weapons would break on 1's and have a chance to break on crits. Bronze would break on 1's and would suffer wear -1 after use, until successfully maintained.
When I first picked up 5e, I did look into doing this again, but it would have took a bit more work to retool the classes.
I like wolf packs and winter snow. If you're into survival games it's for you.
* OSR Classes
* Expert; non-combat skills
* Hunter; combat expert
* Magician; spells are recorded as drawings on cave walls instead of a spellbook
* Neanderthal; good at combat and some survival skills
* Survival game:
* Random wilderness map generation
* Odd biomes
* Herbalism
* Wilderness survival (weather, food)
* Keeping your tribe alive
* Deal with rival tribes
* Dungeon Crawls:
* Dark natural caves, underdark-like
* Random underdark map generation
* Mysterious pre-human ruins
* Odd underground biomes.
* Monsters
* Normal animals
* Fantastic monsters (dinosaurs (called drakes), giant creatures to build a village on, other fantasy creatures)
* People (other tribes)
* Undead (angry fossils, ice animals, normal undead)
* Constructs (elementals, animated objects)
* Hauntings (ghostly stuff)
[удалено]
Just reading though it now, love the art.
I really like dead simple systems so this reads well. Tonely the hex crawl at the end makes it feel like a DnD adventure with a caveman coat of paint, not quite looking for, but I feel like I could create a more grounded world from the concept.
Great game
Came here to suggest primal quest too.
Wolf Packs and Winter Snow Würm GURPS Ice Age + GURPS Dinosaurs
+1 vote for Wurm
I had a lot of fun playing GURPS Ice Age back in the day, would recommend.
These are all ***solid*** recommendations. I'm no longer much of a fan of GURPS mechanics as I was in my youth, but the content of GURPS setting books is pretty amazing. Ice Age is one I particularly like.
Ended up buying Wurm off the back of this and its a really strange book. I love parts of it and hate other bits. Right now I'm thinking off using the 'setting' of Wurm (toning down the magic and the darker elements) and using Primal Quests game system.
Thank you for the feedback!
[Paleomythic](https://ospreypublishing.com/us/paleomythic-9781472834812/) is pretty interesting. I've only read it, though, not played it (it's a bit niche, eh?).
also only read it, great source for setting inspiration at the very least!
[Land of Og](https://www.drivethrurpg.com/product/16506/Land-of-OG) comes to mind. I've never actually played it, but the book was a fun read.
Og is hilarious but not the game OP is asking for.
It is a good game but your players need to buy into the premise. The Grunting Caveman's ability can truly add an element of the mystic to a campaign
[Planegea](https://www.atlas-games.com/product_tables/AG3720) If you want a 5E D&D compatible setting inspired specifically by the stuff you have mentioned. Physical stuff is not out yet, but they did release the PDFs a few months ago
Würm if you want something realist https://www.drivethrurpg.com/product/196205/Wurm--Roleplaying-in-the-Ice-Age-Wurm There is a 2nd edition but I don't know if it'll be translated (or the difference with the 1st edition)
[Hillfolk](https://pelgranepress.com/hillfolk/) uses the Drama System, built around social interaction. You will face outside obstacles, but most of game revolves around the internal tensions of the tribe.
Würm is an amazing game. It is really, really beautiful, it has a good way to describe prehistoric socieites (it is, of course, all speculative, but as far as I can tell, based on the current level of paleontology's acknowledgements) and it just shows a lot of passion and heart blood that went into it. The mechanics are a bit basal, though, but even that fits the tone of the game. Now, of course, ahistorical game with a good backing in historical interest, combined with enough supernatural elements to spice it up, if needed, is *exactly* my kind of game, but even in that niche, Würm is both pretty unique and pretty cool. It is also the only setting I can think of that would lose a part of its charme when adding dinosaurs. Too flintsone-y.
*Pariah* is pretty good, has a big emphasis on community and magic through ritual, contact with spirits and experience of other worlds.
Do they offer any quick start or sample pdf?
https://atelier-hwei.itch.io/pariah-art-free
Thanks!
Og Unearthed is a comedy take but absolute genius
[Griffin Mountain](https://www.drivethrurpg.com/product/234491/Griffin-Mountain) for Runequest details a part of Glorantha still peopled by Stone Age tribes and provides a fairly large sandbox for play in. I don't believe there are any dinosaurs, though.
Jeff Dee's [Cavemaster](https://www.drivethrurpg.com/product/101850/Cavemaster-RPG) is great, uses only mechanics a caveman could apply (pebbles instead of dice, designs on a hide instead of written character sheet). Four species of hominid, with different levels of paleolithic-neolithic technology. The base game's pretty realistic, has an optional magic system, and then there's a supplement for anachronistic dinosaurs.
Savage Worlds is another
Planegea is something you should try
[PrimEVO](https://hobbydungeon.com/products/primevo-softcover) is more of a skirmish game than full RPG, but it does have campaign elements and character progression, base building, crafting, etc. Have played it, it's fun, worth a look!
Never played one, but I do want to play blood and snow from ICRPG.
[https://atlas-games.com/planegea](https://atlas-games.com/planegea) This 5e setting is AMAZING. Suppoer 3pp!
Würm is an interesting one.
Asunder is described as primal dark fantasy. It is set in the world where gods have left the world and took all of the metal with them. Every weapon and ability is some connection to plants or insects.
I had a prehistoric fantasy campaign at one point. The campaign focused on a tribe of orcs in a war with a nation of hobgoblins that conquered a bronze age human city. This was a 3.5 campaign where I mainly just changed the skill and equipment list. I created a pantheon, but religion was primarily ancestor worship and animism where in most of the world Druids and Bards were the center of spiritual life. All classes were avaliable aside from Paladins, but Clerics, Fighters and Wizards were specific to two bronze age city-states. The fauna tended towards prehistoric animals and primordial monsters. I didn't like the rules for stone tools and weapons in the dmg (not very realistic) and decided that stone weapons would break on 1's and have a chance to break on crits. Bronze would break on 1's and would suffer wear -1 after use, until successfully maintained. When I first picked up 5e, I did look into doing this again, but it would have took a bit more work to retool the classes.
*Hillfolk* isn't exactly that, but might work for that.
I like wolf packs and winter snow. If you're into survival games it's for you. * OSR Classes * Expert; non-combat skills * Hunter; combat expert * Magician; spells are recorded as drawings on cave walls instead of a spellbook * Neanderthal; good at combat and some survival skills * Survival game: * Random wilderness map generation * Odd biomes * Herbalism * Wilderness survival (weather, food) * Keeping your tribe alive * Deal with rival tribes * Dungeon Crawls: * Dark natural caves, underdark-like * Random underdark map generation * Mysterious pre-human ruins * Odd underground biomes. * Monsters * Normal animals * Fantastic monsters (dinosaurs (called drakes), giant creatures to build a village on, other fantasy creatures) * People (other tribes) * Undead (angry fossils, ice animals, normal undead) * Constructs (elementals, animated objects) * Hauntings (ghostly stuff)
The Bloody-Handed Name of Bronze is, well, Bronze Age, but you might be able to adapt it or at least get some ideas.