RPGaDay 2024 Day 6 - RPG that is Easy to Use
Rules-lite RPGs have been a trend for the last decade or so. One of the pain points of RPGs is the cost to get started as a GM, as a player, and as a new character about to play the game. In addition, as companies have learned more about their products and changes to the industry as a whole, even companies with "crunchy" rulesets have begun to streamline their mechanics to make them more approachable.
A favorite story of "hard to use" is a friend of mine who spent over 2 hours creating a new character for a Rolemaster game. In the first encounter, the GM rolled to hit, got a super-critical, and the character died, before he got to take a single action. My friend refused to play any more Rolemaster after that. (Despite this story, I'm happy to say that Rolemaster's creator, Iron Crown Enterprises is still alive and kicking, and just released Rolemaster Unified, which seeks to streamline the system, while keeping its DNA intact)
Such design choices are always a trade-off, because sometimes mechanics inspire certain types of play: Call of Cthulhu would be a lesser system if it didn't have its "sanity" mechanics, and other systems that try to run that style of game end up having to create their own version of sanity to make it work.
So before I pick a product, I'm going to list some products that have really pushed the bar in simplification:
Combat Action Management
Initiative
Hands down, the winner here is Shadow of the Demon Lord, by Schwalb Entertainment.
At the start of each round, each player chooses "fast", or "slow". Fast lets you do limited actions, but sooner. Slow lets you do more complex actions, but you come later. Players go before monsters, and fast goes before slow. That's it...and it works marvelously.
After buying multiple accessories and inventing multiple spreadsheet and index card tools to handle initiative, this is by far the best solution I've ever seen.
Character Creation
There are several games that quality here, as the industry starts to get "one page" RPGs. These games tend to be themed, straightforward and are designed to get people to the table quickly, without a learning curve. And the character sheets for these games tend to have a small, easily understood character sheet that suffices for the game you are about to play.
A Couple of Drakes deserves a special callout, for having created some really innovative games, and Shawn Drake has been especially vocal that if the players can't get to the table in 5 minutes, the character creation system is too complicated for his liking.
Other Mechanics
There are a lot of fun dice mechanics in different RPGs: Exploding dice, roll 4 keep the 2 best, bonus die pools, larger dice for better abilities, roll above X to be a success, and the use of d7's and d14s and d16s the satisfy the most collection-minded dice goblins. And to be fair, these dice systems tend to be straightforward once you understand them. But they add complexity for new players, who are trying to get their heads around the game. For ease of use, I'd give the award to any of the systems that tie their results to simple rolling and a single die type: 2d6, d20, etc.
Another mechanic is "movement on squares" for miniatures. While movement on a diagonal should realistically be more like 1.5 steps, instead of 1, I'm going to give a callout to 4e D&D for finally changing it to "one square is one square". Yes, it means you run faster on the diagonal that you technically should, but it's a lot simpler for new players than counting off "5, 15, 20, 30" or whatever as you move.
Appreciate the callout there, Greg! I've been called over-impatient where character creation is concerned, but I'm really just eager. Let's get to the part where we all have fun together rather than the bean-counting and agonizing over whether to put our ranks in Spot or Notice.
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