Best toolbox RPG to start with?

I am really appreciate the Fate world books recommendation. While they focus on Fate I find they are a great resource of ideas.
So far I have only read the description of most of them. But so many of them have cool ideas.
Savage Worlds has a bunch of great settings, thank you for the recommendation. I found the East Texas University one and it seems really cool! And so many other Savage Worlds settings look amazing!
I am looking forward to getting into Fudge. A fully developed fantasy setting sounds amazing.
Of those, I think Fate Core is probably the most accessible. That said, the line between "toolbox" and "generic system" can be fuzzy. I would put both GURPS and Hero closer the the "generic" end of the continuum, and FUDGE near the toolbox end. Fate is probably right near the middle.
Some games support players directing the setting details of the games. Honestly, that scares me because it seems… complicated I guess? Maybe I just can’t imagine it that well.
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 have heard amazing things about the Worlds Without Number book. I look forward to reading the free version. If it’s campaign creation guidance is as good as people say I will really like it!
 

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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
I really like this post!
One thing I hope toolbox RPGs will help me with: I have these half formed campaign world ideas, where I don’t really have anything for the characters to do 😆
I also think that well worked examples and detailed guidance is critical.
I feel caught in the bind of not knowing how the RPG system would influence an idea before knowing the system well. But on the other hand most of these games give a general sense of what they do.
 

I can't say which system for sure, though something narrative, imo. Neither really fit the "zero to hero" level grind of a lot of games. Maybe something more like Ironsworn, or a Powered by the Apocalypse, though I might be leery of adding moves. I might go with a Basic Role Playing variant, Openquest, etc..
I don’t feel ready to invent new PbtA moves yet 😆 Although, creating new moves does seem like a powerful tool.
I am curious why Openquest or another variant of Basic Role Playing is preferred. Is it that some of the variants are more streamlined or just better explained?
I got the impression that Ironsworn is tied to its setting. Is it more of a default setting with support for other settings?
 

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
I found the Book of Hanz is online as part of the Fate SRD site. It looks really good!
 

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.
There are some really cool setting books for Savage Worlds! I am definitely interested.
 

Right, but we are using a specific meaning of "toolkit" here -- a system designed to be assembled by the GM or group to create the game you want to play. It isn't meant to be "a game that has tools useful in other games" if I understand the OP correctly.
Let me try to be helpful and be more specific.
The dream toolbox RPG would support all the play styles 😆 But a more realistically possible one would probably have modularity that allows changing different play elements to fit a specific campaign idea. It would probably have a default play style, but changing the default would require assembly and fine tuning.
But, I don’t know that I have ever read a thorough description of toolbox RPG 🤷‍♂️
 

A few genre specific games have extensive toolkit elements, too... most notably The Burning Wheel, and ICE's Rolemaster and Spacemaster. Mekton Zeta is Mecha Anime focused, but can be used easily outside that genre, and even points that out. D6 Space, D6 Adventure, and D6 Fantasy are
The PDF prices of D6 Space, D6 Adventure, and D6 Fantasy are great! Is there any advantage to one of the versus the others?
worked genre engine flavors, directly cadet from WEG Star Wars... with some of the D6 System Toolkit options included and otherwise being tweaked to the 3 genres.
 


I don’t feel ready to invent new PbtA moves yet 😆 Although, creating new moves does seem like a powerful tool.
I am curious why Openquest or another variant of Basic Role Playing is preferred. Is it that some of the variants are more streamlined or just better explained?
I got the impression that Ironsworn is tied to its setting. Is it more of a default setting with support for other settings?
It is tied to it's setting, though there are other settings such as Starforged, etc. if one wants more. It is a nice game, and one gets a lot for the value, esp if you wait and buy it on sale, like I did with Starforged.
 

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