What is your favorite, least crunchy RPG? (by "least" crunchy I mean lite rules and/or lite math)
Mine is Paranoia, 2nd ed.
I like the WEG D6 system (Adventure, Fantasy, and Space) or even Mini-Six for ultra-light games. I'm also fond of Cinematic Unisystem (Army of Darkness as well as Angel & Buffy along with numerous homebrews).
Quote from: Fortunato;1113081What is your favorite, least crunchy RPG? (by "least" crunchy I mean lite rules and/or lite math)
Mine is Paranoia, 2nd ed.
Mongoose Traveller 2nd Edition.
Welcome aboard Fortunato!!
Quote from: Fortunato;1113081What is your favorite, least crunchy RPG?
That's tough! I houserule so much stuff into "my" level of crunch. If I'm gonna choose based on RAW, then it's probably Mazes & Minotaurs (http://mazesandminotaurs.free.fr/). The PDF is free and awesome.
If I'm gonna choose based on what I play most, it's a toss-up between OD&D, Gamma World 1e and Classic Traveller which I've modified to hell and back, but provide mega-ROI.
I guess Swords & Wizardry. Love the single-save mechanic, gives me a task resolution number for all sorts of stuff.
Tunnels and Trolls 5e. Something about it brings out the creativity in me as a GM and it does the same for many players.
BX D&D. 5e D&D, Gamma World, Star Frontiers, Marvel Super Heroes.
Runners up.
Tunnels & Trolls (Least the older editions.)
AD&D (since the bulk is very situational or even optional)
Palladium (Chargen is complex. But actual gameplay is pretty easy. Especially for older games using the system. BTS, TMNT, and so on)
Savage Worlds for me
I haven't gotten the chance to play it yet, but Shinobigami looks fun.
I've gotta say, many of the games on this thread thus far aren't super light.
Ex: 5e D&D is in no way a light game. Not super crunchy - but I consider 5e to be pretty much in the middle of the crunch spectrum. Like a 5 or 6 out of 10.
PbtA and OSR for me.
Quote from: Charon's Little HelperI haven't gotten the chance to play it yet, but Shinobigami looks fun.
Shinobigami is super fun. We played a session it was a blast. A pity the translation KS is taking so long to deliver.
For quick pick-ups or one-offs I like the Tiny d6 games. There is enough there to feel like I'm actually playing a game but it is so simple to get up and running that we're not wasting valuable time with chargen or anything.
For something that needs some extra legs, something we plan to keep playing for awhile, I like the PbtA games. I recently bought into the Legacy: Life Among the Ruins line and I'm really looking forward to getting to running any of the settings for it.
Best fun for least crunch would be Savage Worlds
Favorite actual rules light game would be The Black Hack 2e.
Tough pick, but probably either FUDGE or Heroquest 2.
Quote from: rgalex;1113104For something that needs some extra legs, something we plan to keep playing for awhile, I like the PbtA games. I recently bought into the Legacy: Life Among the Ruins line and I'm really looking forward to getting to running any of the settings for it.
You know what Legacy setting I find really cool? That spaceship generation one. It feels like a mix of Pandorum and Metamorphosis Alpha to me.
Savage Worlds, hands down. It's become my go-to system for non-Star Wars, non-Supers, for the last three-years. Pretty much replacing all my fantasy gaming, sci-fi, horror, systems I used previously.
Although CPRed will likely become a thing for me... The new Interlock system of the Witcher and CPRed when it drops might be something I use for gritty-ass games since it can do sci-fi/fantasy as well.
OD&D or B/X for dungeon-crawling, Barbarians of Lemuria/Everywhen for just about everything else.
Quote from: Omega;1113094BX D&D)
When I introduce my nephew to RPGs, I plan to use the B/X rules.
Some days I'd say OD&D, via White Box - Fantastic Medieval Adventure Game.
Other days, I might say Dungeon World.
Truth is; the game is more in my head, than in the book.
Toon and low-level BECMI/RC D&D.
I'd be tempted to run space opera using a hacked Toon rule set--if I were inclined to run space opera. It would "work", too, though that's because I'm incapable of taking space opera even remotely seriously.
D6/Mini Six followed by Advanced Fighting Fantasy.
I like FUDGE using only D&D stats and Betrayal dice. TWERPS for one-shots or just messing around (it's surprisingly robust and combat has actual grid-based tactics.)
The best overall system is probably something similar to Arneson's Blackmoor, whereby you roll 2d6 stats (you make up the stats as they come into play) and weapon skills. Roll equal or under for success. HD represents both hit points and damage rolls. AC is a saving throw. All magic is alchemical (collecting super berries, lol) and is available to everyone with training. No classes*. XP is equal to monster's HP. Ex., you kill an orc with 4 hits points, congrats, you get 4 XP. 1000 XP per level to advance. Perfection.
*In a modern sense, every PC was a dual-class Warrior/Wizard with levels in each, if desired.
Chivalry and Sorcery of course!
Real answer, probably Toon. Rules can be learned in about two seconds, always fun as hell to play.
Quote from: Steven Mitchell;1113138Toon and low-level BECMI/RC D&D.
I'd be tempted to run space opera using a hacked Toon rule set--if I were inclined to run space opera. It would "work", too, though that's because I'm incapable of taking space opera even remotely seriously.
Didn't even see this...Toon is ridiculously robust.
Tiny D6 is very rules light and was an absolute delight to play (played a half dozen sessions of Tiny Wastelands). I have not had a chance to run with the system yet, but the simplicity really appealed to me.
Quote from: Nihilistic Mind;1113160Tiny D6 is very rules light and was an absolute delight to play (played a half dozen sessions of Tiny Wastelands). I have not had a chance to run with the system yet, but the simplicity really appealed to me.
How does it differ from regular D6?
Quote from: Joey2k;1113167How does it differ from regular D6?
You have to use the really tiny D6s.
Quote from: HappyDaze;1113169You have to use the really tiny D6s.
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Over the Edge - super simple, yet extremely flexible rules (easily compiled into a single page, including character generation), no need for anything but D6 and a setting that is just packing fun and adventure.
Advanced Fighting Fantasy
Fate (Core & Accelerated)
Fudge
Mini-Six
WEG Star Wars
BRP OpenQuest
Capes, Cowls, & Villains Fowl
Sharp Swords & Sinister Spells
PDQ (egL Jaws Of the Six Serpents)
HeroQuest (2E)
RISUS
Out of those, for a light-crunch rpg, I would go with PDQ or HeroQuest if you like alot of scope to handwave and narrate, or go with Mini-Six if you like a bit of structure.
They are pretty rules-lite, and can cover most genres and tastes.
Quote from: Joey2k;1113167How does it differ from regular D6?
The Tiny d6 games (https://www.drivethrurpg.com/browse/pub/10267/Gallant-Knight-Games/subcategory/26112_27017/TinyD6) by Gallant Knight Games all share the same basic system. You roll 2d6 and if one of them comes up a 5 or 6 you succeed. If you have an advantage for some reason, usually due to a trait, you get to roll 3d6. If you have a disadvantage you only roll 1d6.
Characters generally are a stock archetype of some sort which give HP and maybe some pre-set traits. You can then customize by picking a few more traits from the list. So, for example, in Tiny Dungeon, there are no classes. You pick a heritage (race) and then 3 traits. You pick a weapon group you are trained in, a family profession and a belief. Then you are off to play.
Numbers are kept really low. Again, in Tiny Dungeon you will typically have between 4 and 9 HP. Generally all damage is 1HP but that can be raised if you have the right trait. For example someone with Berserker can make an attack at disadvantage but does 2 HP damage if they succeed. Tiny Supers tends to have a few other ways to raise damage via the superpowers.
What's really nice is that the books tend to have 1/3 to 1/2 the page count dedicated to micro-settings. Basically 2-5 page setting guides that also give you a few rule tweaks or specific monsters. So for roughly $20 you get a player's guide, a GMs guide, a monster manual and 15 or so setting outlines.
They have some smaller, more focused games, like Beach Patrol. It's Baywatch the RPG, complete with random scenario generator and Baywatch Nights alternate setting.
Shadowrun Anarchy is great for one-shots and short adventures.
Cthulhu d20 is my go-to "basic version" of the d20 ruleset.
Quote from: Robyo;1113210Shadowrun Anarchy is great for one-shots and short adventures.
Cthulhu d20 is my go-to "basic version" of the d20 ruleset.
OD&D with Naval and Aerial combat house-ruled for speed.
Quote from: ElBorak;1113260OD&D with Naval and Aerial combat house-ruled for speed.
I would play that!
Quote from: The_Shadow;1113089Tunnels and Trolls 5e. Something about it brings out the creativity in me as a GM and it does the same for many players.
Agreed. T&T was my first ever RPG experience and I've had a soft spot for it ever since. Unbelievably easy to get to the table, single unified task resolution mechanic, 5 minute character generation, makes for a fast, loose and gonzo game. I ran it for some 5e people recently, they were blown away by how much more they got done in the session and how the mechanics didn't get in the way of play.
I'd probably also say Call of Cthulhu. Despite having a lot of stuff on the character sheet, percentile roles are easy and intuitive to understand and often players only make a few roles in any session, the rest is all about puzzling out the mystery.
Amber/ Lords of Olympus.
Classic Traveller, PDQ and lately the OSR-adjacent system that powers Solar Blades and Cosmic Spells.
Quote from: Spinachcat;1113085Welcome aboard Fortunato!!
That's tough! I houserule so much stuff into "my" level of crunch. If I'm gonna choose based on RAW, then it's probably Mazes & Minotaurs (http://mazesandminotaurs.free.fr/). The PDF is free and awesome.
If I'm gonna choose based on what I play most, it's a toss-up between OD&D, Gamma World 1e and Classic Traveller which I've modified to hell and back, but provide mega-ROI.
It may be worth a spin-off thread, but I'd love to hear about your mods to Classic Traveller.
Quote from: Omega;1113094BX D&D. 5e D&D, Gamma World, Star Frontiers, Marvel Super Heroes.
Runners up.
Tunnels & Trolls (Least the older editions.)
AD&D (since the bulk is very situational or even optional)
Palladium (Chargen is complex. But actual gameplay is pretty easy. Especially for older games using the system. BTS, TMNT, and so on)
If Marvel Super Heroes/FASERIP applies (and I guess it kinda does) then that's hands down my favorite Rules Light system of all time and one of my greatest inspirations. Not sure I'd classify D&D as rules light, though (esp. AD&D+). I also kinda like WEG d6, but I tend to prefer dice pool systems when rolling d6s, which leads to Shadowrun and not very "rules light". Maybe a simplified version of d6 dice pools would do it.
Another vote for Classic Traveller. So much game packed into those 3 little books.