Ruin Explorer
Legend
I picked the following for my groups, particularly my main one:
And it's mostly been the last, and it's mostly been the group coming down on the side of preferring games with more straightforward rules vs. more crunchy games - middle ground is fine, but Champions: The New Millenium (a FUZION adaption of Champions) just absolutely broke my main group on rules-heavy systems that weren't rewarding in other ways. I'm amazed we managed to run Shadowrun 5E for quite a few sessions before everyone (especially me, DMing,
My main group is pretty open-minded and will try almost any system once so long as character creation is reasonable, but the other thing I've seen cause them to reject games is genres/settings which don't vibe with them - it's fairly rare but for example I've really wanted to run MASKS, and all but one of these bastards reads comics including or even primarily comics about teen supers, but just wasn't into MASKS (and the one who doesn't, she was fine with it!). There have been other cases too where a systems setting was like, just too silly or too annoying for the group as a whole to be interested, like usually 1-2 of them will be but...
Re: "power dynamic", I've never seen them outright reject a game because their current system let them do stuff character-wise, particularly power-wise, but they've definitely been unfavourable to games because of this. Indeed 5E has a caught a lot of flack from two players who frankly, had a much better time in 4E. My main group definitely does notice the "rules texture" of games, in a serious way - I think being exposed to a very large number of systems over the last 30 years, and having a lot of people who think about rules and systems in the group will do that!
Weirdly limited time to learn rules, which has 63% at time of writing hasn't actually ever reached the point of blocking a game. Several times we've learned the rules, then played the game, then abandoned it after a session or three because of the rules. And now there's a distaste for crunchy systems as noted, but it's not because no-one has time/interest to learn them, it's because we generally haven't seen them provide fun experiences (4E being the most crunchy exception I can think of, but even that eventually bogged down).
- Disinterested in other genres/settings
- Current system fulfills a character power dynamic
- "Crunchy" vs "Rules Lite" reasons
And it's mostly been the last, and it's mostly been the group coming down on the side of preferring games with more straightforward rules vs. more crunchy games - middle ground is fine, but Champions: The New Millenium (a FUZION adaption of Champions) just absolutely broke my main group on rules-heavy systems that weren't rewarding in other ways. I'm amazed we managed to run Shadowrun 5E for quite a few sessions before everyone (especially me, DMing,
My main group is pretty open-minded and will try almost any system once so long as character creation is reasonable, but the other thing I've seen cause them to reject games is genres/settings which don't vibe with them - it's fairly rare but for example I've really wanted to run MASKS, and all but one of these bastards reads comics including or even primarily comics about teen supers, but just wasn't into MASKS (and the one who doesn't, she was fine with it!). There have been other cases too where a systems setting was like, just too silly or too annoying for the group as a whole to be interested, like usually 1-2 of them will be but...
Re: "power dynamic", I've never seen them outright reject a game because their current system let them do stuff character-wise, particularly power-wise, but they've definitely been unfavourable to games because of this. Indeed 5E has a caught a lot of flack from two players who frankly, had a much better time in 4E. My main group definitely does notice the "rules texture" of games, in a serious way - I think being exposed to a very large number of systems over the last 30 years, and having a lot of people who think about rules and systems in the group will do that!
Weirdly limited time to learn rules, which has 63% at time of writing hasn't actually ever reached the point of blocking a game. Several times we've learned the rules, then played the game, then abandoned it after a session or three because of the rules. And now there's a distaste for crunchy systems as noted, but it's not because no-one has time/interest to learn them, it's because we generally haven't seen them provide fun experiences (4E being the most crunchy exception I can think of, but even that eventually bogged down).