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What simple system is the best in your experience?
Something that can be used easily and quickly for a wide variety of settings, but not completely rules light.
Just the right amount of structure to build on top off with your players during the play.
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>>97454500
What's simple for me isn't simple for others.
I've had lots of people say my design style is too complex, whether it's too many character options, too many active and passive skills, too many status effects, too many attributes, too in-depth tracking individual body features of multiple characters, too many resources, too many damage type interactions (weaknesses/resistances), too many modifiers for altering weapon/armor quality and defensive damage reduction and skill damage, and in general, too much maths.
But it's just right for me, and the major appeal of this hobby is the ability to make something for yourself and what group you may have.
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>>97458970
It really is such a useful game. I have run it off the cuff with no books--not full-on but at a couple of one-nighters at a bit more than Ghostbusters-level complexity.
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>>97456019
I'm also a big fan of SW.
It takes a bit to figure out how to build a combat encounter that doesn't bog down the players but still feels threatening, but but you get used to it.
Just grab the base Explorer's Ed Delux for $5-$15 (or buy one for each dude at your table), grab a setting that appeals to you, and fire away!
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>>97454500
How simple you want, and for what purpose?
Because the more simple a game is, the more concentrated it has to be in what it's meant for to deliver on to achieve quality. A concept agnostic generic rules-lite is always going to feel empty because none of the rules can directly evoke the idea, since it doesn't know what idea the DM is going for.
Maximum simplicity for maximum perfection at what it does, I'd have to say Goblin With a Fat Ass. If you want a hijinx filled raunchy beer and pretzels comedy one shot heist that perfectly encapsulates being a rascally little shit that jobs to a stiff breeze and has no plan and an attention span slightly above goldfish, it somehow accomplishes it all with a single stat + single class ability + a skill list.
2nd place is Tails of Equestria. Unironically. 3 stats, no math, small but effective ability list. Perfect for DMing a game for your 4 year old daughter and her friends during a sleepover. Or running a play by post quest on /mlp/.
Which should hopefully illustrate what I mean. Those are probably not the concept you were going for, even though they're the best game for their respective audiences.
Also, simplicity in player side play or simplicity period? Because for instance _WN is fairly simple on player side during play, but you have to navigate a lot of options during character creation and they do have a comprehensive set of rules overall, that unlike say DnD5e, the players don't generally need to know as long as the DM does, but the DM does need to know them to keep things running smoothly. Most B/X inspired without vancian casting are like that tbqh, even things as distant as Dungeon World. DCC would be if you had some kind of tool to roll spell results instead of having to keep up with a page long table for each one you have known.
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>>97464006
The thing I like about SW settings is that they are built to be played immediately. There is usually a patron organization built in that can get past the whole "why are you all together and going on adventures" thing really fast. It just seems like, from what I've seen, they have a mandate on playable and useable and not just fluff.
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>>97465121
But who plays unflavored gurps?
That's like saying Scallop Consommé or an authentic Tonkotsu Ramen is easy because to make a soup all you technically need to do it put something bite-sized or smaller in potable liquid. Yes, it does take only 5 seconds to sprinkle garlic powder in a bowl of cold water, but fuck your disingenuity.
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>>97454500
Easy.
You just ask a Magic 8 Ball.
https://docs.google.com/document/d/1w4j5s2OFRXO7ATqEVSMg7HdK-v5HPuzDpA M68uAdvqU/edit?usp=drivesdk
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I've become a huge fan of Tiny D6, and am currently running a Fallout game using the system.
Bloatfly (arthropod) [TLL]
>Evasive: Whenever you are attacked, you may roll a d6. On a success, the attack misses. This does not stack with Evade.
>Fly: This creature can fly up to 60 feet as an action.
>Larvae Launch (ranged): Test 2d6. On a success, the target is infected with a burrowing parasite. On their turn, they must Test; on a failure, they suffer 1 damage and remain infected. On a success, they remove or crush the parasite and the effect ends.
Bloodbug (arthropod) [TLM]
>Evasive: Whenever you are attacked, you may roll a d6. On a success, the attack misses. This does not stack with Evade.
>Fly: This creature can fly up to 60 feet as an action.
>Blood Spray (ranged): Test 2d6. On a success, you impede your enemy’s vision with a vomited gout of half-digested blood. On their turn, they must Test; on a failure, they suffer Disadvantage on sight-based Tests. On a success, they remove the blood and the effect ends.
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>>97454500
Like other anons said it really depends on what youre looking for. Are you looking to stay in one genre, or do you want it to accommodate a lot of things? Do you want simple mechanics to the setting itself, or do you want to be able to tailor things around specific power systems or niche rules (like a one-off use of naval combat rules)?
My personal thoughts are to look for a generic system that works for your style of play rather than to just look for a game thats simple. Generic systems honestly cant actually be universal as they represent pure design theory from a specific angle of the creator. You can run a setting focused on fancy tea parties in gurps, but there will be games that handle it more smoothly due to it being closer to the kind of thing the game has in mind. A rules-lite generic game that I designed myself a couple of years back is my own favorite "simple" system, but i cant say that it will necessarily work for everything or everyone.
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SotWW
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>>97490424
I've never used Gurps myself, but I've heard it's better than 5E (not a high bar to clear, I know). I am familiar with 5E and CPRED, so I have a pretty good feel for more "complex" systems, I think. It's good to understand more bloated and feature-stuffed systems to appreciate the more streamlined ones I'd argue. It also helps to be able to pick and choose your own homebrew shit from more complex systems and compact them down into more digestible stuff for simpler systems.
A fellow dice roller had mentioned Genesys, but it used some goofy looking dice.
>https://www.fantasyflightgames.com/en/news/2017/6/27/genesys/
Does anyone have experience with it?
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>>97492024
>I am familiar with 5E and CPRED, so I have a pretty good feel for more "complex" systems, I think.
a hearty chortle was had
>genesys and its funny proprietary dice
total meme meant to sell their often out-of-stock shit
if you don't like narrative mechanics, don't bother
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>>97492031
>a hearty chortle was had
Hence, me putting complex in quotation marks. I'm not a wargaming sort where I need to consult spreadsheets to figure out how bullets hit a target. Relatively speaking, I'd argue those systems (D&D & cyberpunk) are complex enough to deter a lot of normies.
>if you don't like narrative mechanics, don't bother
I'd have to read into it more, I guess. Those really are goofy dice, though.
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>>97454500
Savage Worlds, >>97456019 is right though.
Honor + Intrigue with the Tome of Intriguing Options.
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>>97492090
>Those really are goofy dice, though.
It to create very nuanced outcomes.
There are actually only 4 dice, half are just the negative mirror version used by enemies.
And there are 3 kinds of symbols on each dice.
Success/Failure, Boon/Bane, Crit/Fumble. The d12 is the only one with the crits on it, and also have generally more successes and boons on it than the d8.
You roll your base stat in d8s. You upgrade a number of those d8s to d12s equal to your skill level, if that's more than you have d8s you add the difference in d8s. You add d6s based on situational modifiers, like maybe the ground is slippery or your buddy is helping.
You add up the positives, subtract the negatives.
So you could roll a failure 3 that still crit 1 (you don't land the attack, but you do knock his weapon out of his hand. He's completely unarmed until he can retrieve it!). Or a success 4, with 6 bane (your sword found flesh, but you've ended up off-balance and your guard open. The enemy has a big opportunity to return the favor with vengeance.)
The final die with no counterpart is in effect its own counterpart. It's basically a luck die. But notably it's not weighted evenly. Enemy luck is more prevalent but weaker, player luck is rarer but more impactful. So players are generally always on the back foot, but with exciting rallys and turnabouts.