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<blockquote data-quote="Greybird" data-source="post: 6869755" data-attributes="member: 84152"><p>I need some help. I need a new RPG for one of my groups, and I'm not sure which of the modern systems best fits them. Here's the deal:</p><p></p><p>I run two groups. One is a mixed group. One player is a typical modern 3e/Pathfinder player. He's done lots of games and is up for anything. The second is a 'classic' D&D player who did most of his gaming before Dungeons and Dragons even had editions. We're talking brown pamphlet D&D here. The other two are my kids, 12 and 14. We've been playing D&D 5e together for well over a year, and we've had a blast with it. We're all getting a little burned out, though, and I think a change of pace is called for. Age appropriate content is <strong>not an issue</strong>. I use content in film, TV, and games to teach my kids rather than hiding it from them.</p><p></p><p>Here is where things get hard.</p><p></p><p><em>Games driven mostly by player narrative and role playing will not work for this group.</em> My eldest is extremely quiet and introverted. He has a great imagination and lots of ideas (and a genius-level intellect), but he keeps to himself enough that games like that would leave him uncomfortable and unable to participate. One of my other players - the one who started RPGs at a time when actual role-playing hadn't been conceived of yet - has trouble with it as well. The roleplaying he knows and loves ran more like a game of Munchkin.</p><p></p><p>At the same time, I'm a single dad and time is hard to come by. We play once a month for four to five hours. That means two things: First, in-depth, complex story lines are too hard to keep track of. Having players remember a bunch of hints and clues after a month is a nightmare for narrative and kills the flow. Second, rules-heavy games and games that require tons of prep and hours to achieve anything wouldn't work well. Getting three or four fights a session in means that a small dungeon can take three or four months.</p><p></p><p>Since most games fall into one of those two categories - either rules-heavy simulations or narrative driven role playing. I'm having trouble coming up with anything that would fit. Fate and Apocalypse World games seem too narrative driven. D&D 3+/Pathfinder are too much work for the amount of time we have. 5e, as I said, has been good, but the burnout is strong with this one.</p><p></p><p>So, what I need is a rules-light to rules-medium game that is fairly fast-paced (to keep the kids' attention), but not driven mostly be player narrative and roleplay, and that has quick, easy prep, as it is taking everything I have to keep things running already. If there is an option that isn't fantasy, that would be a plus, too.</p></blockquote><p></p>
[QUOTE="Greybird, post: 6869755, member: 84152"] I need some help. I need a new RPG for one of my groups, and I'm not sure which of the modern systems best fits them. Here's the deal: I run two groups. One is a mixed group. One player is a typical modern 3e/Pathfinder player. He's done lots of games and is up for anything. The second is a 'classic' D&D player who did most of his gaming before Dungeons and Dragons even had editions. We're talking brown pamphlet D&D here. The other two are my kids, 12 and 14. We've been playing D&D 5e together for well over a year, and we've had a blast with it. We're all getting a little burned out, though, and I think a change of pace is called for. Age appropriate content is [B]not an issue[/B]. I use content in film, TV, and games to teach my kids rather than hiding it from them. Here is where things get hard. [I]Games driven mostly by player narrative and role playing will not work for this group.[/I] My eldest is extremely quiet and introverted. He has a great imagination and lots of ideas (and a genius-level intellect), but he keeps to himself enough that games like that would leave him uncomfortable and unable to participate. One of my other players - the one who started RPGs at a time when actual role-playing hadn't been conceived of yet - has trouble with it as well. The roleplaying he knows and loves ran more like a game of Munchkin. At the same time, I'm a single dad and time is hard to come by. We play once a month for four to five hours. That means two things: First, in-depth, complex story lines are too hard to keep track of. Having players remember a bunch of hints and clues after a month is a nightmare for narrative and kills the flow. Second, rules-heavy games and games that require tons of prep and hours to achieve anything wouldn't work well. Getting three or four fights a session in means that a small dungeon can take three or four months. Since most games fall into one of those two categories - either rules-heavy simulations or narrative driven role playing. I'm having trouble coming up with anything that would fit. Fate and Apocalypse World games seem too narrative driven. D&D 3+/Pathfinder are too much work for the amount of time we have. 5e, as I said, has been good, but the burnout is strong with this one. So, what I need is a rules-light to rules-medium game that is fairly fast-paced (to keep the kids' attention), but not driven mostly be player narrative and roleplay, and that has quick, easy prep, as it is taking everything I have to keep things running already. If there is an option that isn't fantasy, that would be a plus, too. [/QUOTE]
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