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#RPGaDAY Day 22: Which RPGs are the easiest for you to run?
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<blockquote data-quote="TrippyHippy" data-source="post: 7722607" data-attributes="member: 27252"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7722607, member: 27252"] 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. [/QUOTE]
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#RPGaDAY Day 22: Which RPGs are the easiest for you to run?
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