Randalthor
First Post
I would suggest HARP (for fantasy) and HARP sci-fi (for, well, sci-fi).
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.I don't know what the later editions are like, but the original version of The Dark Eye would seem to fit the bill.
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.
Savage Worlds. Period. End of discussion.
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.
It needs to have a minimal amount of additional rules subsets.
It needs to have great balance between character builds with little opportunity for "power builds" or useless classes.
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.
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.
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....