Minimalist and One Page RPGs

I wonder if minimalist games might be better for long-term campaigns, because you probably don't have to dread going to another 4-hour session in which you might or might not finish the combat you started in the previous session.
Logically that follows but it is fascinating how many long-term campaigns are using games with fairly crunchy rules - I wonder if that's just a factor of history though - many, probably most of the better-designed and more engaging/less gimmicky RPGs from like, 1980 through 2010 were rules-heavy (or at least the upper end of rules-medium) by modern standards.

I haven't seen any 4+ hour combats since the we stopped playing 3.5E in like 2006 or 2007 myself, though it is to be admitted one of the reasons we stopped playing 4E was that as we levelled up, the real time it took to resolve combats was creeping back up into the multi-hour sphere.
 

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I'll note that not many consider Classic Traveller to be rules light despite the physically small size... It's pretty crunchy, and fairly procedural. Most claiming it to be rules light are actually ignoring the skills chapter, where there's a special case rule for most of the skills. Its infamous solo-playability is because all the tools for solo merchant play are present in the core as procedures.

Monsters Monsters is very close to T&T in complexity... it merely drops berserking, and encumbrance.
 

I played a fantasy D&D hack of Honey Heist and really enjoyed it. You roll to give yourself a multipart archetype as character creation and basically go. You have two types of skills both at 3. To succeed at a skill check when things were in doubt roll your stat or under on a d6. If you fail transfer one point to the other skill. We basically just used success or failure as an improv prompt.

Instead of the types of bears and criminal roles in normal Honey Heist it was D&D classes so instead of rolling to be a rookie black bear hacker I rolled a rookie cleric. Instead of Bear and Criminal skills it was Adventuring (fighting, casting, tough physical stuff) and Cunning (anything smooth or smart or devious).

The biggest change from other roleplaying games was removing the tactical mechanical subgame of combat and using a skill check when that came up.

Very rules light, lots of genre conventions guiding powers and such without any tracking of hp or spell slots or whatever.

When we hit a town infested with snakes I turned to the other rookie cleric and said, "Oh they covered this in Seminary! The Ireland protocol!" and we made adventuring checks to drive out the snakes while the slick knights were fighting them.

It worked great for a big group (8?) who were into roleplaying and improvising and a majority with no tabletop RPG experience as well as me with over 40 years of D&D experience.

Entire game on one page and it is free!
 
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Riverbend:
We have played it so much we have made a ton of modifications to make the currency and fishing math more even because we play with kids. Roll dice to create the lands, lots of random tables, the player group has a boat with fishing tools and is looking to fish and trade, some monster encounters, and location encounters. Fun to create together and play. We re-themed it to a Polynesian style setting with islands instead of a river, added in the idea of "elders" and "Family Treasures" as well.

In the Light of the Ghost Star:
A dead earth style hexcrawl, quick easy tables, You to go on expeditions back on a destroyed earth to find and gather "Artifacts".
3 classes/Jobs. Due to the many dice rolls for things and providing opportunity for many failures we did up all the stats to D6, D8, D10. Also read a recommendation to use Bastionlands Chris McDowells "Decisive Combat" damage system (ala into the odd) to reduce the dice failure outcomes, which did help a lot, and we incorporated this (roll for damage essentially).

This game is for a couple of short expeditions no long campaign advancement. We created custom encounter tables for it. Have created "Planet of the Apes", "Death Stranding", "Remnant" themed tables/gear/encounters. We have moved on from this on to the Hex Kits from Andre Novoa, Undying Sands, Bottled Sea, etc... but have gone back to it a couple of times because it fast and easy to fill time.

Heartseeker:
From Scott Malthouse an 2page OSR style game. Simple D20 system quick to get up and going good for running 1 page or short adventures, spell system is simple but flat. Each character has just three abilities: Physical, Aura and Mental. These also double up as saves, with a roll under mechanic. Easy to modify and hack which we do. Currently we have moved to Mazes and Cairn, which have replaced it.


Tunnel Goons:
Another take on the OSR DIY put in what you want style quick game. 2d6 + Stat roll-over mechanic. There is a bunch of community theme content like Ghost Busters, TMT, Mobsters, etc.. Its like a Maze Rats style game, but we like it better. Again no campaign play here, lots of room for theme. One shots, 1 page or pamphlet adventures etc.. We run a lot of one page dungeons with this as well.


Streets of Karuzan
from Grant Howitt, A simple pamphlet game written as if on a napkin. quick easy prompts, its a good challenge for players to come up with story here, its not built out and more abstract. not as hackable as the rest, memorable in its presentation, but there is a right time and right player requirement for this game. Players are vagabonds in a city roaming around for opportunities.

should also add "Exclusion Zone Botanist" has also been really fun and great, especially with kids, as you can ask them to come up with their own plants to find, and its a good activity, we usually have lots of index cards around and drawing items for that game. its a solo game but we play it cooperatively mostly. we have hacked this up a bunch as well.

We also play a lot of Wardensaga in the last year, and that's been great.
 
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Riverbend:
We have played it so much we have made a ton of modifications to make the currency and fishing math more even because we play with kids. Roll dice to create the lands, lots of random tables, the player group has a boat with fishing tools and is looking to fish and trade, some monster encounters, and location encounters. Fun to create together and play. We re-themed it to a Polynesian style setting with islands instead of a river, added in the idea of "elders" and "Family Treasures" as well.

In the Light of the Ghost Star:
A dead earth style hexcrawl, quick easy tables, You to go on expeditions back on a destroyed earth to find and gather "Artifacts".
3 classes/Jobs. Due to the many dice rolls for things and providing opportunity for many failures we did up all the stats to D6, D8, D10. Also read a recommendation to use Bastionlands Chris McDowells "Decisive Combat" damage system (ala into the odd) to reduce the dice failure outcomes, which did help a lot, and we incorporated this (roll for damage essentially).

This game is for a couple of short expeditions no long campaign advancement. We created custom encounter tables for it. Have created "Planet of the Apes", "Death Stranding", "Remnant" themed tables/gear/encounters. We have moved on from this on to the Hex Kits from Andre Novoa, Undying Sands, Bottled Sea, etc... but have gone back to it a couple of times because it fast and easy to fill time.

Heartseeker:
From Scott Malthouse an 2page OSR style game. Simple D20 system quick to get up and going good for running 1 page or short adventures, spell system is simple but flat. Each character has just three abilities: Physical, Aura and Mental. These also double up as saves, with a roll under mechanic. Easy to modify and hack which we do. Currently we have moved to Mazes and Cairn, which have replaced it.


Tunnel Goons:
Another take on the OSR DIY put in what you want style quick game. 2d6 + Stat roll-over mechanic. There is a bunch of community theme content like Ghost Busters, TMT, Mobsters, etc.. Its like a Maze Rats style game, but we like it better. Again no campaign play here, lots of room for theme. One shots, 1 page or pamphlet adventures etc.. We run a lot of one page dungeons with this as well.


Streets of Karuzan
from Grant Howitt, A simple pamphlet game written as if on a napkin. quick easy prompts, its a good challenge for players to come up with story here, its not built out and more abstract. not as hackable as the rest, memorable in its presentation, but there is a right time and right player requirement for this game. Players are vagabonds in a city roaming around for opportunities.

should also add "Exclusion Zone Botanist" has also been really fun and great, especially with kids, as you can ask them to come up with their own plants to find, and its a good activity, we usually have lots of index cards around and drawing items for that game. its a solo game but we play it cooperatively mostly. we have hacked this up a bunch as well.

We also play a lot of Wardensaga in the last year, and that's been great.
Thanks for the detailed reply.
 

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