any good rpg's recommendations for both gm and player beginners?
Any good rpg's recommendations for both gm and player beginners?
Ryuutama and Apocalypse World.
Beyond the Wall.
fatal
Someone has to say it
Seconded. Beyond the Wall is officially The Shitâ„¢.
Risus.
bump
DnD
world of warcraft
Savage Worlds
New World of Darkness
Warhammer Fantasy Roleplay 2e
...
>Warhammer Fantasy Roleplay 2e
...Not that one with the cards and shit, right?
On Mighty Thews is easy as fuck to play, all you need is some imagination
GURPS
5e
No that's 3e
Not trolling, seriously, try gurps lite.
I'm going to side with this, granted the shit I've seen in the thread
The AGE system. You've got a couple different settings to choose from, Dragon Age, as in the video series if you're in to that, Fantasy Age, it's generic non-licensed cousin, and Titan Grave, if you're in to something more Sci-Fi/Shadowrun. You only need 3d6 and everything you need for your character fits easily on one page. And for as simple and easy to learn as it is, its incredibly fun.
Basically, for everything you do, you roll 3d6, you then add the score from the related stat, and an additional 2 if you have a specialization. Like for instance, You need to climb a wall, you've got a strength of 3 and a climbing specialization, you roll 11, so you get a 16 which probably means success unless the wall is absurdly difficult to climb.
This might sound like its too simple to be fun, but one of your three die is designated a dragon die. Any time you roll a pair, whether it be the two other die, or the dragon die and one of the other die, you get "Stunt points" equal to the number that is showing on the Dragon die, and you get a tasty menu of all sorts of fun things with those stunt points. And not just for combat, there are also lists of stunt points for social and exploration rolls.
Honestly, just pick one with art that inspires you. 8 year olds learned how to play 2nd ed DnD by themselves in the 80s. The only thing that makes people think a system is "complicated" is their own inability to delay gratification.
Rifts by Palladium
Or
Pathfinder
savage worlds is rules medium and easy to grasp, warhammer fantasy (2e and 1e) is rules medium and easy to grasp (just d100 below the number written on your sheet) I used the latter to bring 2 girls and 4 guys into the hobby, 1 girl and 3 guys stayed
Legitimately? Pick something. Find a book with art you like, skim it some, and have the GM of choice get a firm grasp of at least character generation so he can guide the players.
The rest you can handwave or houserule at your own discretion, and that's honestly where it gets super fun.
Ryuutama is literally designed to teach new GMs (and new players) how to play. Has a very approachable theme, medium crunch, and great art.
Lady Blackbird is only a few pages long, free, and narrative heavy. Characters are created for you, so everyone just picks one and rolls with it, so it means prep time is low for GM and players. But if you're a complete newb, you might consider watching/listening to a Let's Play/Actual Play first.
Apocalypse World (and most of the games powered by the Apocalypse Engine) are pretty easy to pick up, lower on the scale of GM prep, and easy for newbies to pick up. I personally think it's great for newbie players, but a little more challenging for newbie GMs. (Definitely not hard, but I'd go with Ryuutama as top choice for newbie GMs.)
Fiasco actually requires no GM. Everyone is GM and player, though of course having someone leading by keeping track of what comes next is ideal. Requires a certain mindset ("failing can be fun" rather than "I want to win") and for people to be active players (as opposed to passive players who wait for others to tell them what to react to/roll dice for), but not bad as a newbie introduction to gaming.