overgeeked
Open-World Sandbox
Try Risus as a one shot. It’s a small game, won’t take much to learn, and if nothing else will be a palate cleanser. It will also give you a feel for running lighter games.
You might want to look at Fabula Ultima. Fabula Ultima does most of the same stuff re: high fantasy action-adventure fiction as 5E but is drastically lighter. The monster builder and encounter designer are dead simple and actually work.Yeah. It's a heck of a predicament.
When I say I don't trust myself with "rules-light," I'm talking about narrative games with GMs getting to do things like "awaken a challenge from the list of the character's background conflicts, pertinent to her relationship with the bandit lord." I mean, I just want to roll attacks with monsters, place devious traps, have the heroes engage in a rooftop chase to pursue the burglar who lifted the crown jewels.
Something like a 5e that doesn't stink.
Sorry to be nasty, but those 4 requirements are nothing 'unique', and if you have SIXTY systems and still can't find one that suits you, then I think the problem is in your approach to gaming, and sixty more suggestions won't help you.As I posted in another thread (https://www.enworld.org/threads/what-game-systems-do-you-have.699515/), I have close to 60 different game systems. I'm still looking for a system that will fit the unique needs of my group.
Can you help find my Goldilocks system?
- Survivable – you’re not going to die to a single hit from a kobold at 1st level [this cuts out most OSR systems]
- Interesting Options – you can do more than swing a sword or cast one spell (if you want to interact with the game that way) [this also cuts out most OSR systems]
- Easy to learn – you don’t need to perfect your tactics, count on your fingers to hit elevated numbers in the mid-20s (with always altering numbers) [Pathfinder, 4e, etc., are cut here]
- Good GM tools – encounter building that works, possibly good adventures/settings [cutting out 5e]
Because FATE is not, at heart, Rules Light. It's intended to be played hardball - it's a transactional game. Create assets, leverage assets, put teeth into the mechanics. It's use by the rules-light crowd is off-label.I don't trust myself with rules-lite games. I can stare at the FATE rules and just be completely bewildered. I don't know how to understand them.
I've noticed that when a high strength character hits a high toughness character, there tends to be swish, swish, tap, tap, swish, BANG!That does make it hard, since most systems with a serious critical hit system make it at least possible to one-shot a low level character; as I noted with Savage Worlds, its difficult but not impossible.
I don't quite agree about SW being rules light. My mechanical notes are 13 pages of typed shorthand. Not counting weapons tables, powers, edges nor hindrances. There are a LOT of special cases covered in the not short rulebook, and the rulebook almost purely rules.The problem is that every game I know of that gives you any real ability to do the first at least requires you to understand when and how they happen. You indicated SW is too difficult, and to me, it seems like a relatively light-weight example here.
The recent 20th Anniversary Kickstarter would have been good for your group, I think. While it funded a special edition of the core book to celebrate 20 years it also funded new, thinner player books. It also funded brand new ‘player boxes’ which are designed to hold a player’s archetype (if they have one), advances, cards with the rules for specific edges, a combat reference sheet, powers cards etc. All stuff intended to make play at the table much easier. The player’s book only has player-facing rules in it, so while (for example) it has rules for chases those rules are only the player’s options. Nothing on the GM side like how to design and set up chases.I want them to be able to learn how to play without taking home a 300+ page rulebook and studying it for weeks like homework.
Because FATE is not, at heart, Rules Light. It's intended to be played hardball - it's a transactional game. Create assets, leverage assets, put teeth into the mechanics. It's use by the rules-light crowd is off-label.
I'll note as well, I've only been a player in FATE games, never run it. I'm a rules-leveraging munchkin with a few storygame leanings... My characters are manipulative, even pushy, and most of my actions were essentially boosting others by creating aspects on them for their free tagging. Basically, I was a self-propelled pile of bonuses.
You left out earn points by having your aspects used against you, or to force you into/out of action (that's the 3 flavors of compel), the many subtleties of older editions of FATE having specific special abilities (see Spirit of the Century for the most accessible version of this) tied to specific skills. the lists of special abilities bought separately.While I agree FATE is very transactional it is rules light because there are really only 3 rules - create aspects, spend points to leverage aspects, roll to overcome aspects.
The combat minigame is also an opposed overcome roll with stress as a pacing mechanism.
the challenge is getting players to engage in the “aspect exchange” where ‘narrative intent’ gets focussed into definable props
So you say Savage Worlds is too crunchy ... Would the FFG narrative dice system be too much? Because my group LOVED FFG Star Wars, even going so far as to convert the D&D 3.5 holdover player.
The core system + character build options are straight-down-the-line rules medium, while still fun to GM and play due to narrative dice. And it is definitively not deadly. Like, your players would have to be terrible at tactics AND very unlucky for random character death to be on the table.