#RPGaDAY Day 22: Which RPGs are the easiest for you to run?

It’s August and that means that the annual #RPGaDAY ‘question a day’ is here to celebrate “everything cool, memorable and amazing about our hobby.” This year we’ve decided to join in the fun and will be canvassing answers from the ENWorld crew, columnists and friends in the industry to bring you some of our answers. We hope you’ll join in, in the comments section, and share your thoughts with us too… So, without further ado, here’s Day 22 of #RPGaDAY 2017!

It’s August and that means that the annual #RPGaDAY ‘question a day’ is here to celebrate “everything cool, memorable and amazing about our hobby.” This year we’ve decided to join in the fun and will be canvassing answers from the ENWorld crew, columnists and friends in the industry to bring you some of our answers. We hope you’ll join in, in the comments section, and share your thoughts with us too… So, without further ado, here’s Day 22 of #RPGaDAY 2017!


#RPGaDAY Question 22: Which RPGs are the easiest for you to run?


Angus Abranson: The systems and genres you feel most comfortable with. That said even the system doesn’t matter sometimes if the game is concentrating more on the story with minimal ‘system’ impact on the proceedings. Many games over the years have been easy to run as the setting, story and players all come together to help make it so. I, as a GM, get caught up in the story and things just seem to flow. Of course there are times when things don’t ‘gel’ and the game can feel a bit awkward. I guess the ones I’ve found easiest to run over the years include various Amber, Marvel Super Heroes, the World of Darkness games, Torg, and a host of games/settings that I’ve created myself.

Martin Greening (Azure Keep, Ruma: Dawn of Empire): I find storytelling games with simpler systems easier to run since there is usually fewer rules to remember. Games like Numenera and those Powered by the Apocalypse.

Stephanie McAlea (Stygian Fox Publishing, The Things We Leave Behind): Call of Cthulhu. I know the rules really well after 30 years.


Eran Aviram (Up to Four Players; City of Mist): D&D 5 comes to me like flowing water, because it's so very simple and malleable. I can run Warhammer Fantasy RPG 3rd edition with my eyes closed (just tell me the results of the roll), because I ran it for several years now. The same is true for D&D 4th edition - it's amazing how much a system burns itself into you while you translate its books - just give me a moment to refamiliarize myself with it, since it's been a few years.

Darren Pearce (EN Publishing; Savage Mojo): Shadow of the Demon Lord, it’s easy to kick off and easy to run.

Andrew Peregrine (Doctor Who, Victoriana, Cabal): Well essentially I find it’s whatever you know best. I’ve known a GM run Rolemaster without any problem because he knew it so well. So for me the answer is once again 7th Sea, with a nod to Vampire the Masquerade. But Doctor Who is another one I can run off the cuff. I proved this at Origins this year when a mix up left 6 players without a GM for out demo games, so I stepped in with a 7th player and ran Doctor Who with no characters or adventure ready. Had a lot of fun with that as my Iron GM moment.

Federico Sohns (Nibiru RPG): Nibiru, as well as Warhammer Fantasy, are two RPGs that I find quite easy to run. The first one is, obviously, because I've made it and have a lot of practise running it. The second one, most interestingly, is that in a way I feel really "at home" when storytelling the Warhammer world. I've played and read so much about it that it's really easy to come up with interesting consequences for the players' actions, as well as with engaging events based on the lore of the world. The brooding atmosphere of both games is also one I feel really compelled to narrate, too.

Laura Hoffman (Black Book Editions; Polaris RPG): The RPG’s that came most easily for me to GM are Pathfinder and Feng Shui, 1st edition. I don’t know why for Feng Shui, but I just picked it up and ran it, maybe not with all the rules as written, but I had a lot of fun and improvisation came super easily!

Ken Spencer (Rocket Age; Why Not Games): I have the easiest time running games with light to medium rules, a setting that is either easily conveyed or fairly sketchy, and a mechanic that takes care of business with as few moving parts as possible. Then again, there are more elaborate and complex systems I enjoy running, but I am so familiar with them that they are second nature. The first category sees Savage Worlds, most iterations of D&D, BRP, and Barbarians of Lemuria. The second is where something like Pathfinder or Traveller come in.

Simon Burley (Golden Heroes, The Super Hack): I'm a blatant cheat here. I write the games I want to play so, of course, I find them easy. I just hope everyone else does to. Especially my "Code" books eg. "The Code of Steam and Steel". But, obviously, commendation also goes to "The Black Hack". It does everything you NEED D&D to do without any unnecessary frippery. Bronze medal goes to "The Actual Cannibal Shia LeBouef RPG". I was demoing RPGs at an Anime convention - as part of a team. It was lying on the table, having been brought by another referee. Some newbies scanned the table and wanted to play it. One quick - 20 second - read through and I ran a great game. No scenario, no prior experience.

Simon Brake (Stygian Fox): Monsterhearts. The character interaction keeps the flow going and the GM never needs to roll dice, allowing them to concentrate entirely on creating story elements and mood pieces around the players. The players have most of the rules in front of them, so there’s very little flicking through rule books. And it’s a two dice system. A game that requires rolling just one or two dice at the table runs quicker than one where you need to roll a handful.

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Originally created by Dave Chapman (Doctor Who: Adventures in Time & Space; Conspiracy X) #RPGaDAY os now being caretakered by the crew over at RPGBrigade. We hope you’ll join in, in the comments section, and share your thoughts with us too!
 

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The easiest for me are the ones I run most often - D&D, Traveller, World of Darkness games and so on. Traveller takes special note because, if it catches hold, it almost runs itself with random tables and character's being motivated through simply keeping their ship flying profitably. The GM literally just ends up 'reffing' the game.

In terms of easy to prep for, I'd make note of games like Feng Shui who can be picked up short notice without really needing a plot to push it along beyond enemies to kill off in set piece situations. The characters are all customisable pregens, similar to D6 Star Wars, so you can get into it very quickly. For rules-lite, one could also mention games like Over The Edge, Doctor Who, Ghostbusters and maybe Savage Worlds. The Apocalypse World games seem to be a bit of a fad at the moment, although I have played in a few where the GM has assured me (repeatedly) about how easy they are to run, so it must be true! Curiously though, I tend to find games like Call of Cthulhu don't really work well for me when I run 'off the cuff' and they require a bit of prep to get the atmosphere right.

Personally, I like to riff off absurdist plots too, so games like Toon, Paranoia and some applications of Fate work. However, absurdity can be twisted into darker horror games like Mage: The Ascension or Unknown Armies, and can allow myself to exercise my imagination as a GM with little to hold me back. These games, therefore, are easy to run for me - although other people might find them tricky.
 
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uriel222

First Post
I wish Savage Worlds was easy for me to run. I backed the Savage Rifts Kickstarter, and while the final product is great, it assumes you know the Savage Worlds system. Between the really poorly written Savage Worlds core rulebook, and the heavy modifications made by Savage Rifts, I just can't get a handle on the system, which is a shame. I'm almost to the point where I'd rather run Rifts in Palladium... Yes, this is a cry for help ;)
 

lyle.spade

Adventurer
I wish Savage Worlds was easy for me to run. I backed the Savage Rifts Kickstarter, and while the final product is great, it assumes you know the Savage Worlds system. Between the really poorly written Savage Worlds core rulebook, and the heavy modifications made by Savage Rifts, I just can't get a handle on the system, which is a shame. I'm almost to the point where I'd rather run Rifts in Palladium... Yes, this is a cry for help ;)

I have a few friends who are SW ninjas...I'll ask them for an answer to this problem and will respond again later.
 

Venley

First Post
L5R and Rolemaster (as modified by me).

For both I have internalised the numbers needed for varying degrees of success. And neither has slowness introduced by combat (unlike Harnmaster which is even simpler for me to run except for combat).

I have little magic in RM.
In both games sensible characters avoid combat prolonging the more fun social/environmental parts of the game. L5R combat is frequently only a round or two long; for RM when everyone has their own copy of their weapon table, combat is a doddle.

As I have been playing mostly in long campaigns with the same players, we prefer frontloaded systems where chargen can be long, perhaps even fiddly, but rules are very much in the background during play allowing characterisation to come through easily.
 

lyle.spade

Adventurer
At this point, 5e, however in the past - the distant past - it was Vampire: the Masquerade. We had a great group, played a 5-hour session every week, and the game just took off and ran itself. I think any time a group gets in that groove it's going to be easy to run, but that greta place is really rare.
 

Castles & Crusades, hands down. Despite not having CK'ed it in years, when I suddenly found myself called upon to do so at Origins, I was able to write and run an adventure right there on the spot (and the folks playing had fun, most importantly).

I kinda feel like Vampire: The Masquerade is similarly ingrained into my head, though I’ve not had to put that to the test.
 

Mercule

Adventurer
The WoD games were always pretty comfortable, to me.

Nothing tops 1E AD&D, but that might be due to playing 20-30 hours a week in high school and college.
 

Connorsrpg

Adventurer
D&D all reiterations simply due to years of familiarity.

1st game to break this mold was Savage Worlds. (I see it mentioned above as a game with people having trouble. Odd. Explorer's Edition was 1st rulebook I read start to finish and loved. Great language. Concise. Unlike above poster, luckily for me I seemed to 'get it' straight away - even based our own Bashed & Borrowed system on it).

Cypher System is definitely EASY to run. No dice rolling for DM. Pick a difficulty level (inc monster level) from 1-10 and you pretty much have everything you need. I do that I just use creatures from other games on the fly.

Another system that I gel with and am loving converting Star Wars to right now is the Year Zero Engine. (Mutant: Year Zero, Coriolis etc). Really easy. Just lots of d6's.
 


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