Reccomend me an RPG system for beginners.

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Master_of_Oldskool

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So, here's the situation- I've always liked tabletop/pen-and-paper RPGs, and I'd like the opportunity to enjoy them with my family (a regular gaming group not being available where I live). And they, for the most part, are willing to give the games I present a shot. More often than not, though, their patience runs out after a couple rounds (perhaps the worst experience was with Munchkin, where they declared "fuck this" halfway through reading the rules). I'm still optimistically plugging away at finding something we can all enjoy together, and now I'm turning to you, my fellow Escapists, for guidance.

So, who here knows of an RPG scenario/system that's simple enough to be picked up by a couple of impatient forty-year-olds, but still involved enough to be interesting?

(Not sure if this should be here, in Role Playing, or in Gaming Discussion. The main point is giving advice, so I figured here.)
 

DoPo

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Jan 30, 2012
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Well...dunno what would you like to play exactly? If you have something in mind, it'd be easier. Also, it'd be easier if you did not present them with all the rules but just what they need - that's how I ran the only game I've ran which was World of Darkness. Now, technically, you have a lot of rules in WoD but you don't need all of them to play. Heck, you pretty much need to know how to roll which is add two single digit numbers together and roll that many dice. As a GM I could take care of anything that my players didn't need to know, which was most of it - they just need to know what to roll if they decided to do something. So really, this is a good approach - just abstract away a lot of the complexity.

But for systems themselves - I guess Kobolds Ate My Baby! and Ninja Burger (1st edition) are really fucking easy. I'm quite fond of NB in particular (although both games use essentially the same system) - you can start a game in about 15 minutes after introducing your group to it. Well, it would require you to have read the whole book...but the book is 40 pages in total. Quite fun, too.

Other than that, there is FATE - it is one of my favourite systems. It is really flexible, really clean and really good.

Also Kill Puppies For Satan is simple. Whether your group would find it engaging is another matter, but the game is rather good for my standards. It's...what the name suggests, actually - you play people who kill puppies for Satan. They are the lowest of the low in the Satanic hierarchy, essentially losers who chose to serve hell and are still losers in that.

I should also mention that currently DriveThroughRPG has a bunch of RPGs for free [http://www.escapistmagazine.com/news/view/133518-Tabletop-Day-Free-RPG-Bundle-Available-Now].

But other than RPGs you can look into card and board games. There are a lot of them that are fun with not a lot of rules but which still allow cool stuff to happen.
 

Frezzato

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I've never been that much into stuff like D&D myself, maybe when I was a kid, but my ex told me about how much fun Settlers of Catan is. I've seen a show or two kind of, not mock it, but they definitely referenced it as being ridiculous as to how intense the games can become. This was confirmed by my ex. Something about sheep, I dunno.

On a slightly related note, perhaps you should give the old tried and true Dungeons and Dragons a try. Or, you could listen to this podcast [http://www.earwolf.com/show/nerd-poker/] hosted by comedian Brian Posehn and get an audio glimpse into actual games. I'm sure you know this, but the battle system in KoTOR uses a version of the D&D system. I never could grasp exactly why strength would affect your chance to hit, but it's super popular, so...
 

Master_of_Oldskool

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Thanks for the advice! I picked up the DriveThruRPG bundle earlier today, and I'm checking out FATE right now. Unfortunately, I think straight-up D&D is a bit heavy on the tables and charts for the group I've got in mind.

Generally, I like generic systems with no specific setting, although low-fantasy type settings are what I usually create, so games that take place in that sort of setting are also good.

As for card and board games, Apples to Apples is already a family favorite, and I do want to try out some of the classics like Settlers of Catan and Ticket to Ride, but unfortunately I'm kinda short on disposable income at the moment. The reason I'm asking specifically for RPG systems is that I know there are a lot of them that are legally available for free.

I'm a freeloading arsehole, is what I'm saying.
 

Albino Boo

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it you want fantasy you cant go wrong with 1st edition D&D rules. http://rpg.drivethrustuff.com/product/110792/DD-Expert-Set-Rulebook-B-X-ed-Basic . Simple to pick up and and a gigaton of stuff available for it. D20 based rules.



There is Call of Cthulhu. A 1920s-30s based horror rpg. The skill are based on percentages and is quite easy to pick up

http://rpg.drivethrustuff.com/product/101292/Call-of-Cthulhu-QuickStart-Rules a free quick start set of rules with an adventure included.
 

DoPo

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Jan 30, 2012
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Master_of_Oldskool said:
Thanks for the advice! I picked up the DriveThruRPG bundle earlier today, and I'm checking out FATE right now. Unfortunately, I think straight-up D&D is a bit heavy on the tables and charts for the group I've got in mind.
D&D is indeed the exact opposite of what you need. It's a system that I have a complex history with - it is what, sort of, got me into tabletop games. Well, I played some video games based on it which was my first brush with PnP games (as distant as it may be) - I loved how much math it had, for I really liked playing around with my builds and my characters. Later on, D&D was also the first PnP game I played as well (though I was already a WoD fan at that point, it's just that there were no WoD groups). And I must say, that D&D's system is quite bad, actually - the older incarnations are worse, while 4e is OK-ish by comparison but still bad. The trouble with it is that it's too complex - there are a lot of moving parts interweaved and relying on one another, and on top of that, some of those parts either don't mesh well or are actually broken. It requires some rather in-depth knowledge to start fixing the problems and even then, the best solution seems to be "Don't use it".

And not only do the mechanics work together in a complex way - they are also presented complexly to the players. One time it took a group I was playing about 90 minutes to go through character generation. We were all not new to the game and we knew what we wanted, it's just that the game is set up in such a way that it doesn't let you start until you've gone through 2 books and numerous charts (since we were playing an alternative setting for 3.5, the book often referenced the PHB).

So even though D&D led me towards PnP games, I don't really like it. I don't think it's a good system to use - everything is so slow with it. Yes, even though I like tinkering with options and numbers, I've found that the actual most fun games I've had were the ones where those things hardly mattered. Heck, probably my most enjoyable session didn't even HAVE any rolls or stats - it was an ad hoc adventure based in the Discworld where the "character sheet" was a piece of paper with few words describing your character scribbled on there. The less rules there are to worry about, the more fun it seems one can actually have.

Master_of_Oldskool said:
Generally, I like generic systems with no specific setting, although low-fantasy type settings are what I usually create, so games that take place in that sort of setting are also good.
Well, WoD is not bad at those. It gives a more gritty feeling to the game where characters feel less powerful. In particular nWoD is really good at being more generic - even though there are many, many supplements, you don't need them to run a game you'd want. Well, you'd probably want the splatbook if you want to play a particular major supernatural being (vampire/werewolf/whatever) but that would also step away from the low-fantasy territory - the default setting is where you play a mortal in a strange world with weird things out there, but which you never actually understand completely. It's a bit of like being in the Lovecraft universe, although normal people are a bit more useful. Luckily, with the DTRPG bundle, you now have the core rulebook, which is pretty much all you need to play. If you are interested, you can pick up Mirrors - it's a supplement for WoD which delves into the system itself and describes better how to adapt it for other purposes - it is an interesting read, and has alternative rules and hacks about a lot of stuff. It is not really needed, mind you, for it's not like you can't do it by yourself but for a novice it would give good advice. Still, the best advice is often repeated in a lot of the rulebooks - play it your way, if a rule hinders you - remove it; if you need to change something - change it. The system is easily hackable anyway and hacking it is encouraged. Also, as I said, you don't really need most of the rules - the default Attribute + Ability (or + Attribute) roll is pretty much all you need.

But also FATE, again, is a good general setting. I really like the fact that it leaves a lot of the things in the hands of the players. And you can just do cool stuff. You can also start playing immediately, which is really cool - just start playing without going through a boring character generation - you can define your character in-game, so it's really cool to just play.

And finally, for a general setting, there is always GURPS. There is a free version of it called GURPS Lite [http://www.sjgames.com/gurps/lite/] if you want to have a look. The good points about it are:
+ it's generic system for any game you can imagine.
+ it's not really THAT complicated
+ fairly balanced while it also gives a lot of options
however, it comes with some disadvantages
- it feels a bit generic. A space adventure, or dungeon crawling are both possible using the system but would play a bit similarly, too.
- while it's not THAT complicated, there is a really big book to go through. Most of it is just options, though, that's really it, but finding the right one can be a challange. Until you just say "fuck it" and make your own.

If you are going to run the games yourself, and don't mind doing your homework, then GURPS would be great - while it doesn't have the concept of "classes" or "levels" you can easily implement them as just packs of options - say, a wizard would have more Intelligence and be able to cast spells, while a fighter has more Strength and proficiency with a sword (and levels get them more of those plus side options) which would help out your players to not bother with tracking points and stuff. But I'd probably advise you to pick something else. Still - do give GURPS Lite a read - the core rules are essentially the same as the full product, but you only have more traits described there. For a low fantasy setting it might not even be a lot of work, as you can skip a lot of the things like "cast magic" or "shoot laser beams from your eyes".
 

dyre

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D&D is a needlessly complex, horribly imbalanced system...avoid it like the plague!

If you're thinking about a pen and paper RPG (with one game master telling a story while the other people control player characters in that story), try Barbarians of Lemuria. It has a Conan the Barbarian sort of setting, but don't let that put you off, because it's extremely flexible...you can apply it to almost anything. If you ignore all the silly pictures of scantily clad barbarians, it serves quite well as a generic fantasy medieval setting. With a few quick edits a friend and I (mostly my friend) overhauled it to an alternate history early 1900s hydropunk setting. With D&D, it would have taken the same amount of time to simply overhaul a single class.

The main reason it's so good is that it's extremely simple; no complicated class restrictions and encyclopedic spell lists. The whole game manual is like 30 pages long. You have a pool of points which you can add to general statistics (strength, intelligence, etc), combat statistics (melee, defense, ranged, etc), and profession statistics (blacksmith, engineer, pilot, etc), and depending on your situation they serve as modifiers for your dice roll. If you want to fix a locomotive, use engineer+intelligence as a modifier. If you want to cut someone down with your sword, use melee+strength, then roll weapon damage+strength. Common sense stuff, and it works out quite well in terms of balance . Magic is also easy and intuitive.

Contrast to D&D, in which you have your general stats, combat stats derived from general stats, level/class-based stats (BAB, saves), feats, and a horrendously long skill list. And then hundreds of spells to read through. And don't get me started on grappling people in combat...that alone is something like four rolls per turn. Making a character takes 10 minutes in Barbarians of Lemuria; in D&D, it takes an hour for simple classes, and God help you if you make a druid...

If you're thinking about tabletop games, then it's not as simple to give a simple recommendation. What kind of game are you looking for, and what do you like to see in a game (random dice? pure strategy? teamwork or deception?), etc. Most people like Settlers of Catan, so you could start there.
 

Master_of_Oldskool

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DoPo said:
Quite a helpful snip
As it happens, I own the current-edition GURPS Basic Set and GURPS Powers. I'd kind of discounted it for the reasons you mentioned, what with all of the character options being a bit intimidating, but the idea of offering pre-made templates kind of never occurred to me. Might give that a try as well!

While I was searching the forums for similar topics, I came across a post recommending Dawn of Worlds [http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf], and it looked relatively simple and fun enough to be worth a shot. I'm glad to say it was a great success! My mom and sister jumped right into it, and my dad got intrigued enough watching us I think we'll be able to convince him to join in our next session.
 
Jan 27, 2011
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Personally, I think World of Darkness is great.

The system is pretty brilliant. It uses nothing but d10s (ten sides dice)

Every "Dot" you put into a stat gives you one extra dice to use on a roll that needs that stat.

So let's say you need to run like hell from a werewolf. You roll a number of dice equal to your combined number of dots in Speed and Athletics.

As long as you get a success on even one of those dice (a success is an 8 or higher. You get a bonus roll on any 10s you get), you succeed at your task.

In combat, each "success" counts as one point of damage. And damage is super easy to track as well.

It's really simple and lends itself well to storytelling. It also feels a lot more fair than the D20 System, IMO.

The ONLY thing that's complicated is trying to figure out how many experience points it costs to increase a skill or learn a new one. Aside from that, it was super easy for me to pick up.

Not to mention that the setting itself is awesome. Werewolves? There's a sourcebook for that. Actual monstrous vampires? There's a book for that. Humans kidnapped by the old Faeries of lore and come back to find that a fake has taken over their life and they now have superpowers based on loopholes in the rules of the world? There's a sourcebook for that. Demons who are actually programs that used to serve a super powerful "god machine" and are now trying to blend in with humanity? There's a sourcebook for that. Wanna be a frankenstein monster who is trying to become human? There's a sourcebook for that.

It's AWESOME. :p
 

DoPo

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aegix drakan said:
So let's say you need to run like hell from a werewolf. You roll a number of dice equal to your combined number of dots in Speed and Athletics.
It'd actually be Strength + Athletics and/or Stamina + Athletics depending on whether you want to see if you can run fast enough and/or long enough. There is no speed stat. Well, OK - actually there is but it's not rolled, and I mostly ignore it, to be honest. Though it can be useful if you prefer not to roll.

aegix drakan said:
The ONLY thing that's complicated is trying to figure out how many experience points it costs to increase a skill or learn a new one. Aside from that, it was super easy for me to pick up.
Luckily, there is a single chart to look at, also it's consistent and clear. In the old WoD there was a bit of inconsistency between splats because it wasn't really clear. For Mages a skill would cost New Rating x 3 while for vampires it would be Current Rating x 3. Now, you would think that this means that, say, if two characters want to raise Firearms from 2 to 3, a mage would pay 9 and a vampire would pay 6 but apparently what the authors actually meant by "current rating" is "the rating that would be current after you buy that point", in other words, they are both supposed to pay the same. Yet I don't know anybody aside from the authors that actually understood "current rating" to mean what they thought it means so it's universally treated as "the value before purchasing the dot" by pretty much everybody.

So it's good that in nWoD they made it actually make sense. And I don't think the chart is really hard to navigate, so I don't think XP is a real issue. It's perhaps going to be more of an issue to know how much you'll want to hand out if you're just starting up as a Storyteller but there are reasonable suggestions for those. Even then, it's a simple matter to alter the rewards, especially if you want to evoke a slightly different feel in your game.

aegix drakan said:
Wanna be a frankenstein monster who is trying to become human? There's a sourcebook for that the door - please leave.
FTFY :p

I don't really like Promethean.
 

Another

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I've been through the gamut of different game systems, and I'm also gonna throw in for WoD. It's a pretty simple system, with a fairly simple to understand world (well, some would argue with me on that, but I find most groups don't go super deep down on the pre-set lore path, WoD has a lot of lore if you want it that way).

But, yeah, any game with a die pool system is a good place to start imo. Beyond that half the battle is finding a setting/genre the whole group can enjoy, but you can manipulate the game world to your liking for a lot of games. (We turned a lot of our Shadowrun games into horror stories, for example).