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What is a GOOD rules light system?

Votan said:
I had heard many bad things about Green Ronin but I must admit that one of the nice things about game shopping was discovering True 20.

Well, I’m not sure what all you have heard, but I’ll tell you what really blew my socks off and back on again about GR: I was an early adopter of True20. Back then, the core PDF was less than 100 pages or so. Since then, with every new update made to the system, GR sent me a FREE upgrade, up to and including the latest version! I was really impressed with this policy, and I’ve been giving the company good PR ever since.
 

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My suggestions...

Savage Worlds for the resons discussed above. I find the system to be pretty intuitive and easy to run, and one should be able to get characters generated and the basics of the systems taught in about, I'd say 20 to 30 minutes tops.

True20 is another good one, especially if you're looking for a low-magic sort of campaign. It's maybe not the most rules-light system out there, but it's certainly less complex than, say, D&D.

And I'm always partial to the Storytelling System, used in the current incarnation of the World of Darkness line of rulebooks, but it might not necessarily be your cup of tea depending on what style of game you're trying to run.
 

Just gonna throw my 2 cents in for both Warhammer Roleplay v2 and for True20.

For me, True 20 is what D&D should have been. Exceptionally adaptable without getting buried in undigestible crunch.

My personal favorite is WFRP2. Fast, simple, yet maintaining a lot of the character of v1. This will be the rules for my next game.
 

Philotomy Jurament said:
I recommend C&C, Lejendary Adventure, and classic D&D.

Actually, I have to recommend AGAINST LA. It's not so much rules light as rules missing, and PCs can't do much of ANYTHING without asking the GM (and then their chances are based upon his whim - which is exactly what some GMs want, but very annoying to many players). After a long time of messing with the system, I have abandoned it, entirely. I found it a confused mess!
 

Torillan said:
For me, True 20 is what D&D should have been. Exceptionally adaptable without getting buried in undigestible crunch.

Well, I would certainly agree with that, except that I can’t imagine there would ever have been a True20 had it not been for 3.X. I mean, you can’t trim the fat if you don’t have the full cow to start with, right?
 

Funny, I think C&C is what 3E D&D should have been. Of course, I am not sure I would feel that way if I hadn't experienced 3E first. I'm just glad todays market allowed me to discover a game system I can be so happy with, and that so many others can do the same.

In olden times many more would have just quit and gone their separate ways. At least todays environment allows discontented people to find good alternatives to keep them in the hobby. I'm sure there is still a significant percentage who just quit, but hopefully that number is significantly lower with C&C, True20, and the others being available.

Me? I would have went back to 2E with house rules of the few things about 3E I do like. I have found C&C to be a much better alternative.
 

Votan said:
I had heard many bad things about Green Ronin
:confused:

I'm trying to imagine what you might have heard. About how AWESOME Mutants and Masterminds is? Or how totally cool Skull and Bones is? Freeport? The Black Company Campaign Setting? Warhammer Fantasy Role-Playing?

Green Ronin seem to go from one great release to another. What are the bad things you've heard about them? I'm curious.
 

barsoomcore said:
:confused:

I'm trying to imagine what you might have heard. About how AWESOME Mutants and Masterminds is? Or how totally cool Skull and Bones is? Freeport? The Black Company Campaign Setting? Warhammer Fantasy Role-Playing?

Green Ronin seem to go from one great release to another. What are the bad things you've heard about them? I'm curious.

WFRP2 is pretty solid. I don't like all of it, but the tasty bits are very good. Skull & Bones is an awesome setting, but it's wrapped in some rules additions that I really don't like.

Now, ORK! is a great little game and very rules lite, also from GR. The game engine is very neat and could be used for a variety of fun settings. Sadly, I couldn't get my players to do ORK! of the rings...
 

I'd say True 20, but put hitpoints back in - they're simpler and faster than the damage track, and I think they do just as good a job.
 

rycanada said:
I'd say True 20, but put hitpoints back in - they're simpler and faster than the damage track, and I think they do just as good a job.

I think we will end up with True20. I actually argued for a slightly different solution but being one player out of 4 (plus a DM) you end up compromising.

I must admit that, at first glance, True 20 looks good.
 

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