Best toolbox RPG to start with?

I am not entirely sure I understand your post.
Newcomer... to what? In what sense?
A newcomer to toolbox RPGs. I assume someone with no background would be interested in a RPG with a developed campaign setting.
The path to becoming a craftsperson of any sort does not usually start with picking up an entire toolbox, unless you are attending school for the craft. It normally starts instead with one small job that needs to be done, and a couple of tools needed to do just that job, requiring at least two trips to the hardware store to collect what you need.
I really don’t understand this part. Someone interested in a toolbox RPG would be interested in an experience not provided by an RPG with an established setting.
The collection of tools grows as you do a job here and a job there. Eventually you buy a tackle box to hold them in. And what a motley collection it is, with too many hex wrenches, a Philips screwdriver that's half-stripped and mostly useless, and several "adapters" that you no longer know what they adapted.
You completely lost me here.
If you're really dedicated, or suffered a drastic life change, you may eventually replace the motley collection, and pick up a new, purpose-designed toolbox filled with a curated collection of purpose-designed tools. It isn't usually a step for "newcomers".
Still not sure what you are getting at.
 

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I love flexible systems. In my mind there are maybe three or four groups.

Toolkits are the most involved to get set up, typically they are a collection of rules and mechanics that you can use to build up a game to exactly match your desires. I put Fudge and Cortex Prime in that group.

‘Generic’ systems are a full and immediately playable game with rules to cover a wide range of contexts, usually with optional rules to tweak them to fit your specific need. I prefer to call these ‘genre flexible’ rather than ‘generic’ since that is used as a pejorative in many cases and creates a false impression of homogeneity. More on that later. Savage Worlds and GURPS are good examples here.

Those two are the most clear-cut categories in my mind.

Somewhere between a toolkit and a genre-flexible system is what I tentatively think of as a core system. These have more pre-construction than a toolkit but less than a genre-flexible system. Fate is a good example in that it is more pre-assembled than Fudge but not as much as GURPS is.

The last group are house systems. These are systems which are used by a publisher for multiple different games but where there is no published toolkit or ‘generic’ version. 2d20 is a good example from recent game lines but there have been many of these. There is an SRD for 2d20 IIRC correctly. The d20 system might also be seen in this way given how much it is used for different RPGs.

All of the systems I have read / run that fit into this space have a different feel to them, and come from a different perspective or baseline. That is why I dislike the name ‘generic’ - that suggests something without its own identity and experience says that is far from the case. A game run using GURPS will be different to one run with Savage Worlds or Fate, even if they all address the same basic concept.

The question of where best to start kind of depends on a few things in my opinion.

Understanding the feel you are looking for, and finding the base systems that most closely matches that, is useful. For example, HERO was originally used with superheroes and is a great fit for games at that level of character ability, while GURPS aims to simulate the ‘real world’ which makes it a more natural fit for games that are grounded. Savage Worlds aims for action-adventure so is somewhere in between.

Second, the level of granularity you want out of a system is also something to consider. GURPS and HERO are both more granular than Savage Worlds or Fate for example.

Third, what do you envisage characters likely doing or games involving? Different systems have good mechanisms for different kinds of things built in to them, or provide the tools to make such things. Cortex Prime has a good implementation for handling character relationships (including antagonistic relationships you might see in a recurring drama with rivals, for example).

Then there is the question of worked examples. Systems with lots of support tend to be easier to learn and get your head around, at least I have found that to be the case. Some games have lots of explicit GM guidance on how to use them, other have lots of worked examples, having both is obviously best.

All those factors will influence which system a particular GM might find it easiest to start with. Using a system that is closer to your desired outcome will mean less work is needed. In some cases, using a flexible system for a campaign far from its baseline can be done but will feel clunky. I think this is where a lot of negative experiences arise from as people end up feeling like they are fighting the system
 
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I have heard GURPS, Cortex Prime, and Fate (plus others) all called toolbox RPGs. And I have seen criticism about difficulty of use aimed at most of them. But which toolbox RPG does the best explanation for newcomers? What is the best toolbox RPG to use first?

And I know the usual advice is to choose the toolbox RPG that fits your campaign concept the best. But maybe that is the best SECOND toolbox RPG to try.

I was fortunate enough to read the The Book of Hanz before playing FATE Core so I had a bit better understanding of the philosophy behind fate as a fiction first collaboration with the rules as pacing tools rather than mechanical simulation. The FATE approach can be a bit harder to get your head around but once the idea of Aspects as "Permission to affect a scene" and "affect = Skill/Approach" it all becomes a lot more intuitive especially as there are only Four Actions with which to do anything (as opposed to Playbooks which I find too restricting or Cortex Primes 'put a dice on everything' approach)

So yeah FATE Accelerated is my favourite, but FATE Core is probably a better transition into the style
 

Looking at the question of ‘what to start with’ specifically, my suggestion would be Savage Worlds:
  • The rule book is easy to get and pretty concise by the standards of flexible systems
  • It can be played in a fairly ’traditional’ way while offering tools for more scene-based resolution of specific things which provides a flexible set of tools / procedures to use
  • There is great support in terms of worked examples that cover a lot of genres, both first-party and third-party
  • There are genre companions that provide extra tuned options and guidance for running those
  • The feel of the system is action-adventure which gives it a fairly broad applicability in my opinion
  • You can run a lot from the core book with no GM tweaking, so you can ‘sit down and play’ with it.
 


The best toolbox RPG I know is Kevin Crawford's *Without Number series. Any of them really, depending on the genre you're interested in running. Style-wise it leans pretty hard into OSR sandbox play, but that's what I like.
I wouldn't classify Without Number games as toolkits. They each have specific uses, with a lot of support for that specific genre and style of play.
 



I think calling D&D a "toolbox" system is stretching the definition to the point of meaninglessness.
Eg D&D d20's, level grind etc., it's the whole osr. However, the definition of toolbox is vague enough to be meaningless, I have seen it argued over T5, and Cepheus Engine. Mostly I have found in 45 years of playing is that most people play a setting, not mechanics, and there are going to be intrinsic styles of play. Class roles? Characters as individuals?
 

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