Easiest to learn system for new GM / Players


Pathfinder First Edition General Discussion


I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

Thank you
Mageye


Mageye wrote:

I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

Thank you
Mageye

Should add that I also have

AD&D 2E core (d20)


Rolemaster and GURPS are probably not good introductory games. If I had to choose between Pathfinder and 3.5, I would go with Pathfinder. If you want to just get them into roleplaying and not be as worried about mechanics, maybe Vampire. I would skip AD&D because it's clunky (unless you just stick with the PHB) and out of date.


Pathfinder Rulebook Subscriber

If you want medieval fantasy roleplaying with an easy to understand system that plays and runs quickly, I recommend Castles and Crusades. I could not, in all honesty, recommend Pathfinder with your given criteria ("players new to role playing, easy to learn for kids around 10 years old")


I've only played the Pathfinder/D&D out of the list you gave, so I can't offer any real comment.

I can say that I found that the Star Wars saga game was easy to teach to a new gamer, and the broad appeal of Star Wars also made it easier to gather interest. Although this probably doesn't help you any.


I would recommend a NWoD basic game. Keep it in a modern day setting and just do something like a spy adventure, if they have zero experience it will be a lot easier for them to imagine being James Bond, than it would being Conan. Plus the system is very simple math wise.


Mageye wrote:

I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

Thank you
Mageye

First, let me congratulate you on being brave enough to tackle a whole table of new young players. It isn't always easy, but I think it's incredibly satisfying to watch them learn the steps of working together. So, kudos to you.

On to your question: Rolemaster and GURPS are far too complex to be an easy fit with new players. Too many rules in the first one, and the point-balancing necessary for characters in the second can be daunting to kids who just want to play a fun game.

As for the other two, I think that Pathfinder is the better of the two for new players. It provides them with solid archetypes that map easily onto examples they can reference from fiction: LotR, Conan, etc.
This, in turn, frees their minds to pay attention to the rules. And the rules are fairly straight-forward. Roll a d20 and do some simple addition, try to get this number or better, and voila! You did something.

Vampire (or any WoD game, really) is better introduced after a little time has been spent getting them used to the boundaries of a game, and teaching them the basic elements of getting into character. WoD relies far more on open-ended storytelling, and it takes experienced players to balance that with the restraints of a rule system.

Of course, YMMV.


I'd go with Tri-Stat. It's super simple, three stats (Body, Mind, and Soul) roll under your stat to accomplish a task. Everything you need to know about your character you can fit on 3 x 5 index card, great for beginning players. You can download the PDF for free all over the place, just Google Tri-Stat RPG.

Out of the games you have I'd go with GURPS. Character creation is a bit rough but the actual mechanics of game play are pretty simple, and you can tailor the genre to something that would catch their interest.

NWoD is simpler but I'm just not a big fan of the system.


In all honesty, I'd say that since 90% of the rules in GURPS are optional and since all a player really needs to know about the rules are "roll 3d6; if it's less than your skill it works", it's not that bad for new players as only the GM needs more than a fundamental knowledge of said rules. Having said that, I'd recommend using templates for new characters early on, so they can get a feel for which skills are useful.

Having said that, I'd probably agree with those who've said Pathfinder; it's probably the most newbie friendly system in your collection - particularly as regards combat - and the class based nature provides enough structure to make it fairly difficult to create bad characters.

Rolemaster is, IMO, far too complex for new role players, and the insane amount of arithmetic involved in character creation is liable to scare them away while, again IMO, the WOD setting is more suitable to older players (13-14 at minimum though naturally, if the setting is toned down, there's no reason they couldn't play using that system). After all, in WOD vampires aren't superheroes; they're monsters.


D6 Classic. D6 Star Wars if you can find an old copy of the 2nd edition, Revised & Expanded.

You copy a template out of the back of the book, tell them to add three more skill dice, and they're done, and the game is DEAD simple to play.

Besides. Star Wars to 11 year olds! What could POSSIBLY be cooler? :)

Dark Archive

Mageye wrote:

I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

Thank you
Mageye

Having played or currently playing all these system, I'd go with GURPS. Have pre-gens, stick with the basic rules and introduce the more advance later (if you want). Have fun!

Liberty's Edge

Kerym Ammath wrote:
I would recommend a NWoD basic game. Keep it in a modern day setting and just do something like a spy adventure, if they have zero experience it will be a lot easier for them to imagine being James Bond, than it would being Conan. Plus the system is very simple math wise.

+1


Mageye wrote:

I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

Thank you
Mageye

One thing our group used when teaching new players (which doesnt seem popular on the internet) is to ignore the character generation rules and begin the game by handing the players a character sheet. When introducing new players or a new system, the DM just hands out pre-generated characters based on what he thinks will suit the player, then we just start playing. Once the players learn how the rules work, what different kinds of characters are possible etcetera - then they can come up with their own character (who we artificially advance to be where everyone else is). Those more social players who don't really care about learning mechanics will often continue on with the pre-assigned character.

Probably not for everyone, but I think it might work well with children. Creating a character is not the most exciting part of RPGs when you don't know the rules - I reckon I'd like to hook them in with some action right away and wait for those who really get into it to go away and come up with their carefully crafted characters later.

If you're going down this route, rolemaster works well, since everything is the same. You want to do anything? Roll an open-ended d100. All the work is going to be done by the DM.


Here's my 2 cents worth, and for the record I have played Vampire, run Rolemaster, and currently run both 3.5 and GURPS.

Rolemaster: Neat system. There are things I like about. But it is a horrible system for introducing new players. Even if the GM does most of the math there is still so much for the players to keep track of at character creation and level up.

GURPS: Great system, but it can be overwhelming. Even when the rules are "optional" if they just look through the books it will be daunting. Plus there is a ton of work for the GM to do as so little is pregengerated.

Vampire: A simple enough system that relies a LOT on RP and storytelling. Certainly suitable for new players, but check with them beforehand about what sort of game they want. I suspect most people looking to get into RP have more of a traditional fantasy bent then the modern day darkness of vampire, but I could be wrong.

2ed: My first system. A good one, but I think 3.5 is a better system for playing and teaching (personal opinion here).

3.5: Possibly my favorite system, although pathfinder might eclipse it once more books come out. It is well designed, relatively easy to learn and there is tons of material for it. Of the ones you own this would be my pick.

If you are willing to invest in new systems here are my recommendations:

4e: While there a many things I don't like about the system, it is an easy system to learn. I think it is a great system for new players.

Jade Claw/Iron Claw: One of the most simple and elegent systems I have ever seen. Easy to learn and understand. Even the stats are expressed in terms of dice. Only downside is that it is anthropomorphic, but you could easily run it for humans.


Steve Geddes wrote:
Mageye wrote:

I know this may not be the right place for this post but couldn't really find a good place to put it on the boards.

Anyway I am trying to introduce some new players to role playing and am wondering what system would be easiest for them to learn keep in mind most of the kids are around 10 years old.

I would like replies to be honest and not biased if possible.

I have in my gaming book collection
GURPS 4E (d6)
Vampire the Requiem (d10)
Pathfinder/D&D 3.5 (d20)
Rolemaster (d100)

One thing our group used when teaching new players (which doesnt seem popular on the internet) is to ignore the character generation rules and begin the game by handing the players a character sheet. When introducing new players or a new system, the DM just hands out pre-generated characters based on what he thinks will suit the player, then we just start playing. Once the players learn how the rules work, what different kinds of characters are possible etcetera - then they can come up with their own character (who we artificially advance to be where everyone else is). Those more social players who don't really care about learning mechanics will often continue on with the pre-assigned character.

+1

Agreed. The tedium of character creation can scare new players away early, especially if you are dealing with the attention spans of 10 year olds.

As for the system...apart from character creation...Rolemaster is honestly not so bad for starting players, especially if you use the old MERP 2nd ed. rules which are essentially Rolemaster light. You will have to train them on the use of the tables but apart from that the it is fairly simple to run in that everything you need to know is always right in front of you.


Well now it is cut down to Pathfinder or D&D 3.5.
I looked thru my GURPS 4th Edition basic set characters first time I ever took it outta the shrink wrap and 1st 14 pages aren't there and the kids aren't interested in playing vampires and I'm not really interested in Rolemaster at moment for a starting group. I took my pathfinder and 3.5 book to our first meeting and let them look thru them and got a idea of what they liked and didn't like as far as races clases and monsters so been fleshing out a starter adventure for both systems.


Dread

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