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Basic/Simple/Good alternative to Pendragon?
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<blockquote data-quote="aramis erak" data-source="post: 8772558" data-attributes="member: 6779310"><p>Pendragon's really not that complex. Use the point options in 5E, and it's pretty straightforward. The real complexity of it is that the setting and timeline have mechanical effects.</p><p></p><p>Mouse Guard's no simpler than KAP 1E or 5E <em><u>sans expansions</u></em>. (KAP 3E and 4E are the peak complexity to date.) It is, however, reskinnable to arthuriana easily, but not without knowing it well. And it also has the issue of GM phase and Player Phase; if one is familiar with the setting, this can work well. If not... OTOH, my then 10YO had no problems playing MG as MG...</p><p></p><p>Which would lead me to suggest Fate Core or Fate Accelerated, or even a thin reskin of 2d20 Dune. Or maybe d6 Fantasy.</p><p></p><p>Starting with Dune... The beliefs system in Dune is simpler than, but just as useful in shaping play as, Pendragon's Traits. The Dune book ties with JCoM for simplest 2d20 flavor. The roles in char gen are fairly medieval already... BG and Mentats can be used as fae and/or druids and/or various other spellcasters,</p><p></p><p>Fate Core: the book seems intimidating, but it's got way too much white space... It's straightforward. I'd suggest (to get that arthurian feel), one aspect is about the crowns, one is about a personal long term quest, one is about one's training, one is player choice, and one is picked from ones suggested by others.</p><p></p><p>Fate Accelerated Edition (FAE) is less complex, slightly, as skills go away; the save aspect advice applies.</p><p></p><p>D6 system is really straightforward - kids will generally lack the gaming experience to balk at rating abilities in dice codes (they aren't usually accustomed to numerical only ratings). D6 Fantasy (now released by Nocturnal Media) has a good list of gear, and (by simply ignoring disads) retains simplicity: 18D across the 6 attributes, then 7D of skills (with most starting at the controlling attribute), and 1D being able to become either 3×+1, or a +2 and +1. this is the same core engine as WEG used for their Star Wars RPG from 1987 to 1997... The book is decently illustrated, plenty of whitespace, decent to good art, and well loved mechanics. Note also: this is the only pure-traditional I'm listing.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8772558, member: 6779310"] Pendragon's really not that complex. Use the point options in 5E, and it's pretty straightforward. The real complexity of it is that the setting and timeline have mechanical effects. Mouse Guard's no simpler than KAP 1E or 5E [I][U]sans expansions[/U][/I]. (KAP 3E and 4E are the peak complexity to date.) It is, however, reskinnable to arthuriana easily, but not without knowing it well. And it also has the issue of GM phase and Player Phase; if one is familiar with the setting, this can work well. If not... OTOH, my then 10YO had no problems playing MG as MG... Which would lead me to suggest Fate Core or Fate Accelerated, or even a thin reskin of 2d20 Dune. Or maybe d6 Fantasy. Starting with Dune... The beliefs system in Dune is simpler than, but just as useful in shaping play as, Pendragon's Traits. The Dune book ties with JCoM for simplest 2d20 flavor. The roles in char gen are fairly medieval already... BG and Mentats can be used as fae and/or druids and/or various other spellcasters, Fate Core: the book seems intimidating, but it's got way too much white space... It's straightforward. I'd suggest (to get that arthurian feel), one aspect is about the crowns, one is about a personal long term quest, one is about one's training, one is player choice, and one is picked from ones suggested by others. Fate Accelerated Edition (FAE) is less complex, slightly, as skills go away; the save aspect advice applies. D6 system is really straightforward - kids will generally lack the gaming experience to balk at rating abilities in dice codes (they aren't usually accustomed to numerical only ratings). D6 Fantasy (now released by Nocturnal Media) has a good list of gear, and (by simply ignoring disads) retains simplicity: 18D across the 6 attributes, then 7D of skills (with most starting at the controlling attribute), and 1D being able to become either 3×+1, or a +2 and +1. this is the same core engine as WEG used for their Star Wars RPG from 1987 to 1997... The book is decently illustrated, plenty of whitespace, decent to good art, and well loved mechanics. Note also: this is the only pure-traditional I'm listing. [/QUOTE]
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