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Simple, solid, flexible, rpg rules system for adult beginners.


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I don't know what the later editions are like, but the original version of The Dark Eye would seem to fit the bill.
Well, the current version has incredibly complex rules and creating characters is a real chore. And I'd actually argue that the original edition isn't very balanced regarding character choices.

To me it sounds more like the OP's looking for something in the vein of Over the Edge.
Here's two key quotes characterizing the game:
Instead of representing characters using attributes and skills, characters are quantified with "traits" — freeform descriptors, like "Fireman", "Quick" or "Monster from another Dimension", which are created and defined by the player.
Tweet has stated that he designed Over the Edge to be more improvisational and open-ended than other role-playing games.
 

If you want more detailed rules, yes Savage Worlds is a good choice. Though, for raw beginners, it does kinda edge into that 'to complex' area, just a bit. Although they don't really need to read the whole book, only you do.

HOLY COW I didn't know the rules set behind Over the Edge was released as OGL http://www.atlas-games.com/warp/

Finally you could try a few quick starts. They usually are all self contained and include an adventure. A few one shots to get started might be cool.
 

Or, heck, there's also Old School Hack - perhaps there's not enough there for beginners, in the sense that it may kind of rely on the players knowing the tropes of RPGs a bit too much. And it surely relies heavily on the GM to make stuff up, but at only 26 pages, you can't say the rules are overly complicated....
 


I would recommend FATE. The newest version (FATE Core) isn't out yet, but I bet you could find an electronic copy if you asked real nice. (Especially since it will be available for pay-what-you-want, soon anyway, IIRC) However, that's just a cleaned-up trimmed down version. The basics have stayed pretty much the same. (some terms have been dropped-unified.)

I need suggestions for something I'm almost certain doesn't exist in a form I can use. I'm looking for a generic, simple, very solid, and flexible RPG rules system.

I don't think I've ever seen a FATE character that didn't fit on one side of one page....handily.

FATE Core handles any genre out of the box. It is a little abstract or narrative, but it certainly isn't anything deep-end indie strange. Characters have:

  • skills, which broadly determine the kind of things they can do.
  • stunts, which are particular things characters can do (sometimes breaking the "rules")
  • aspects, which are free-form descriptors of the character.

Aspects are one of the key features of FATE and drive most of its flexibility. I'd have to double this point to describe how aspects work (because they work for more than just characters.) Happy to do it in another post if you'd like.

I have regularly started a game with PCs only knowing 2 aspects and their top 3 skills. They can fill in the rest as they need to.

It needs to have a minimal amount of additional rules subsets.

You only need to add subset rules (called Extras) if you want to focus on their topic for your game. FATE Core, for instance, doesn't even assume weapon/armor damages as default rules. Magic can be handled totally as narrative flavor, or you can bolt on an Extra subsystem so it works exactly as you want.

In general, FATE is more about creating a story than simulating a world. I'd only add on a extra if I wanted that to be an important part of the story. Even a magic system is unnecessary, unless you want the nature of magic to be important.

It needs to have great balance between character builds with little opportunity for "power builds" or useless classes.

There's a discussion going on right now about how social skills are just about as powerful as combat skills. FATE uses the same resolution mechanics for all conflicts physical and social, and social consequences like "quaking in his boots" can be used during a physical exchange. No classes, so that's not a problem.

It needs to have a large amount of flexibility in regards to what a creative player (Or GM) can cook up on the spot with simple resolutions.

There's also a current discussion on the main FATE list about whether or not GMs even have to prepare anything at all. (Answer: you don't, but doing so doesn't necessarily hurt.) The actions and results are handled very freeform and narratively, so its very open in that regard.

The main FATE discussions seem to take place on its yahoo group.

There is a fantasy version called Legends of Anglerre, which has been expanded to be a little more D&D-ish in complexity. It might be more than you need, especially if you have a group of creative types coming into it. There are other varieties out there as well.

I'd be happy to answer any other questions you might have about FATE.
 

FATE also fits the criteria.

[EDIT] and the characters are far simpler[/EDIT]

Just sayin'.

It does, I'll admit it. Though I own both SW Deluxe and Legends of Anglerre in hardcover, and unless you're willing to go very "bare bones" in setting up aspects / skills / stunts, I don't know how "rules lite" FATE 3.0 actually is. I know Anglerre's treatment of it goes pretty in depth, with magic and stunts. On the whole I LIKE most of the ideas presented in FATE 3.0, but for a brand, brand new group just getting together to "try out this whole RPG thing," I think Savage Worlds might work better. Also, Savage Worlds "plays" almost exactly like it reads---it's pretty easy to get a feel for how the system as a whole works at the table. I honestly can't say that I have any idea how a FATE game works in action. It SOUNDS cool in theory, but I still can't picture exactly how the whole "compel" and "tag" thing actually works in play.

But if you want to go really "stripped down" FATE, with just a few skills, and a few aspects, and just roll with it, it can be VERY rules lite. For an absolute beginner group, who just wants to try "the whole RPG experience" just to see what it's like, I think Savage Worlds emulates a "classic" RPG feel in a fast, easy-to-use, streamlined system.
 

It does, I'll admit it. Though I own both SW Deluxe and Legends of Anglerre in hardcover, and unless you're willing to go very "bare bones" in setting up aspects / skills / stunts, I don't know how "rules lite" FATE 3.0 actually is. I know Anglerre's treatment of it goes pretty in depth, with magic and stunts. On the whole I LIKE most of the ideas presented in FATE 3.0, but for a brand, brand new group just getting together to "try out this whole RPG thing," I think Savage Worlds might work better. Also, Savage Worlds "plays" almost exactly like it reads---it's pretty easy to get a feel for how the system as a whole works at the table. I honestly can't say that I have any idea how a FATE game works in action. It SOUNDS cool in theory, but I still can't picture exactly how the whole "compel" and "tag" thing actually works in play.

But if you want to go really "stripped down" FATE, with just a few skills, and a few aspects, and just roll with it, it can be VERY rules lite. For an absolute beginner group, who just wants to try "the whole RPG experience" just to see what it's like, I think Savage Worlds emulates a "classic" RPG feel in a fast, easy-to-use, streamlined system.

True enough, RE: Legends of Anglerre. It doesn't help that there are multiple magic systems and setting presented in one book. Savage Worlds has a lot of fiddly bits, for my taste. Not at many as either WotC version of D&D, to be sure.

The new FATE Core book is that "stripped down" version. Although there's an even more stripped down version in the works called "FATE Accelerated Edition", I don't see that as good for sustained play.

Getting aspects is one of those things that seems harder for people who have played traditional rpgs than for newbies. There seems to be a bit of "it can't be that simple" going on.
 

Or, heck, there's also Old School Hack - perhaps there's not enough there for beginners, in the sense that it may kind of rely on the players knowing the tropes of RPGs a bit too much. And it surely relies heavily on the GM to make stuff up, but at only 26 pages, you can't say the rules are overly complicated....

True enough.

I think Dungeon World might suffer from the same reliance on tropes, though to a lesser degree.


....that really makes me wonder what a Dungeon World game run and played by neophytes would look like.
 

Into the Woods

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