Game to Play? A Table Frustration


Gamer Life General Discussion


I have been playing a combination of Iron Kingdoms, 5E, and Pathfinder with a group for a bit. We started playing Pathfinder mostly after I pushed it. We switched to 5E from Iron Kingdoms after the group struggled to buy in to the system/setting, but I just kept feeling like things were missing. So I've been DMing Pathfinder now and I think its just not for the group. Most of the players struggle to remember the basics of their characters, i.e. How to pick spells or what their primary attack is. Many of them embody the Stormwind Fallacy and actively refuse to make mechanically sound characters. They obviously aren't having fun due to combat being ridiculously long. But they also aren't effective enough to kill goblins in under 10 rounds. There is no sense of party balance. And most actions (in combat and out) are either what would be the most "fun" right this second or what will be the biggest laugh. It just feels like Pathfinder has too many rules and requires too much system mastery to ever be fun with this group.
Now, with that said, I have a lot of other games as well. I own both editions of Serenity/Firefly, Marvel Heroes, Star Wars: Edge of Empires, Burning Wheel, Dresden Files, Savage Worlds, Fiasco, 13th Age, Shadowrun, Dark Heresy, Deathwatch, and Vampire. Plus, I'd be willing to pick up something else if it looked promising.
Does anybody have any suggestions for rule-light RPGs that don't require system mastery? I'm thinking of leaning towards one of the Weis Production games almost since your character sheet tells you what dice to roll and thats it. Or we stick to board games and Fiascol. Half of the group really wants to RP, the other half would probably just be happy playing board games. I struggle to enjoy 5E since I just miss all the options that are in Pathfinder. Any thoughts/ideas?

Silver Crusade RPG Superstar Season 9 Top 32

You might look into Apocalypse World, or one of the many hacks/similar games to it like Dungeon World or even Dogs in the Vineyard.

Apocalypse World is fairly rules light (compared to something like D&D or Pathfinder). It's a very narrative driven post-apocalypse game about scarcity and personal relationships in a world that's bad and keeps getting worse. "Failure" in that game drives the story forward and could still make for an interesting second-end-of-the-world (or at least the end of a community) story if your players are more interested in their characters relationships than being mechanically good at winning tactical fights.

Dungeon World uses a lot of the basic structures of Apocalypse World but mixes them with some D&D stuff in a familiar medieval fantasy setting. It's more focused on collaborative world building and dungeon exploration/crawling. It still may not be the best choice if they just don't care at all about fighting monsters effectively at all, but like Apocalypse World the PC's are the only thing standing in the way of a world crumbling into darkness, and even then that failure might be interesting.

Dogs in the Vineyard is a game about what happens when you give young people near-unfettered religious authority in a Mormon-esque frontier. It's about community and faith and justice with a dice-pool system based on character attributes (dice amounts assigned to descriptive phrases and relationships like "I'm the best shot in my family" or "My father taught me how to shoot").

If your players are getting caught up in Stormwind Fallacy stuff, picking a game that has (better) mechanics for the things they want to do is probably the right choice. I hear good things about Burning Wheel, and although I've also heard it's pretty complex, all the mechanics are thoroughly interconnected with each other and the character's beliefs and goals. I've never played/read/seen any of the other games that you said you have, but I would definitely avoid Shadowrun.

And as always, remember that if you're playing a game as a GM, you're playing the game too. And if you're not enjoying yourself at all playing a particular game, don't play that game. If you can't find something that works, maybe just stick to Fiasco and board games with these folks and seek some other group if you want to play something else.


Try Toon. If they prefer just screwing around, it's the perfect game for it.


Pathfinder Lost Omens Subscriber

There's also the old 'Tales of the Floating Vagabond' and 'Teenagers From Outer Space', the FATE system, in addition to the old d6 version of Star Wars for pretty rules-light sort.

For folks what are just trying to have fun? Sometimes just changing what kinds of encounters the players are encountering can make a great difference -- if you have a party that's very much all about the party, play up that aspect of the campaign.

We're going to take a step back from serious, y'all seem to want to hold each other's beers, so like, we're going to adjust f'r that.

*coughs*

Talisman *can* be somewhat roleplay-ish, depending on how deep folks get into their character cards. Just be sure to have a line of credit with your local games vendor when you pick it up...


I'll look in to some of those. I've got the Dresden Files FATE books, so I have some experience with that. My concern is that when building characters there are a couple of skills, Endurance, Rapport, Presence, Athletics, that if ignore, then your character will fold the first time any sort of conflict happens. In addition, we have a continuous struggle to find and use modifiers for skills. I'm afraid that even FATE's use of numerical skill bonuses might be too much.
Savage Worlds, Star Wars (Fantasy Flight), and Weis Productions games all use a different die type to indicate skills. I wonder if having the skill as a type of dice might be more helpful when keeping track.

Sovereign Court

5E sounds perfect for them. What happened that you stopped playing it?


If you're looking to stay with rules-light fantasy RPGs, my best suggestions would be...

1) Dungeon World
2) Fate
3) Swords & Wizardry

I will respectively disagree with MechaPoet's assessment of Dungeon World. While it is true that, like all "Powered by the Apocalypse" games, players have an active hand in world-building, the game is not exclusively about dungeon crawling. I've been in an ongoing DW campaign for almost two years now, and we have a very complex, action-packed storyline. Unlike other PbtA games, DW uses the familiar six ability scores, D&D-style character classes, and levels. But everything you need to know about your character is printed on the character sheet (or "playbook" as they're called in DW).

Fate is more traditional about the campaign world, and puts creative control squarely in the hands of the GM. The central mechanic is very simple, and is directly tied to the player-defined central characteristics of the character.

Swords & Wizardry is a retro-clone of the original 1977 version of Dungeons & Dragons, where the rules were far less complex, and the GM makes lots of decisions about how to proceed on-the-fly. ("Rulings not Rules").


Pathfinder Lost Omens Subscriber

About the only concern about FATE I could see is the 'explanation' phase (at least, that's how it worked to me when I've played it) where you're attempting to describe what one's character is doing. It's sometimes very blurry as to what an 'assist' versus 'action' is, and if you run into some groups, once they figure out 'assist' that becomes 'the thing to do' which while it can make for short encounters can also lead to a bit of a repetitive play-style.

Grand Lodge

Pan wrote:
5E sounds perfect for them. What happened that you stopped playing it?

The reason is in the OP:

LankyOgre wrote:
I struggle to enjoy 5E since I just miss all the options that are in Pathfinder.

Silver Crusade RPG Superstar Season 9 Top 32

Haladir wrote:
I will respectively disagree with MechaPoet's assessment of Dungeon World. While it is true that, like all "Powered by the Apocalypse" games, players have an active hand in world-building, the game is not exclusively about dungeon crawling. I've been in an ongoing DW campaign for almost two years now, and we have a very complex, action-packed storyline.

That's fair! I didn't mean to imply that it wasn't capable of complexity.

In my experience, the rules are relatively simple but the effect is a nicely cinematic game that's as complex as whatever the fiction of the game is. The game text is also explicit about defining a "dungeon" broadly by the danger it poses to the world and being a place where adventurers tread. :)

The other thing I would point out about this and Apocalypse World is that there are specific rules about running it. Make sure that you read those sections as rules that are as hard as how to determine stats or how much damage a sword does - it's not just "GM advice."


I would recommend against recommending Talisman to anyone. Not because of any dislike. Simply because Fantasy Flight lost the rights to publish it so whoever acquires the IP may do a new edition which may or may not be compitable with the current edition.


Talisman is a fantasy board game that has a few RPG elements, but is not a role-playing game.

I would agree that anything that Games Workshop produces these days is probably best avoided. Those guys are jerks.

I have a 1983 first edition Talisman set, which I bought at a church rummage sale about ten years ago for $10. Before I bought it, I opened the box expecting to find that most (or all) of the MANY little cardboard tokens would be missing, but imagine my surprise to find that only a few had been punched out, and everything was there! It looked like someone started to play the game once, didn't like it, and then stuck it back in the closet for twenty years.

I've played every edition of Talisman (although not all of the many expansions), and I still think that the original version, with no expansions, is the most fun to play.


Totally agree about original Talisman. Admittedly, I and my friends all called it "Uncle Wiggly for adults," but we sure did have fun with it.

For the OP, I recommend Over The Edge. It's rules light, has freeform character generation, and can embody most things you're looking for.

Scarab Sages

Butting in here to recommend Risus: The Everything RPG. Super-simple, just decide what your character is like and make up your own "stats" to describe that. No skills, feats, iterative attacks, miss chance, conditional modifiers, extra rule book expansion - none of that complexity. You can be silly or serious. Uses only d6. And best of all, it's free!

www222.pair.com/sjohn/risus

I've played in two humorous campaigns with it, one inspired by the Iron Chef tv show, and one a light-hearted superhero game in the vein of The Tick. Worked well for both.


There's also the one-page, rules-lite RPG Lasers & Feelings.

The RPG is based on a song by The Doubleclicks.


So, I've looked through my collection of a couple dozen games and I've narrowed it down to about half a dozen to pitch. These are the games that I think I'm comfortable running and the group might enjoy. I would prefer something I already own. I don't really have the funds to invest in another system at this time.

Overall, they prefer a less rules complex game. We struggled with Pathfinder because half the group couldn't keep their options straight. They were unwilling to read over rules outside of the game and had little interest in poring over databases of rules and options. Therefore I have excluded Shadowrun and the like from the list.

On the other hand, one player specifically has stated that he prefers clear and discrete options. He stated that he struggled, especially in social encounters, because there was no dialogue tree or choose your own adventure style options. Tangentially related to this, many in the group chose actions based on that single round, with little thought to tactics or further actions. E.x. I can't reach a foe this round, so I will just throw my shield/sword at somebody without attempting to move close enough to charge/engage next round either.Though I'm suggesting it, I'm worried that Dresden Files (Fate/Fudge) might put too much responsibility on the player.

Games I Suggest
Pathfinder - We have played a bit, so we can use that to improve the next game. I have a better understanding of the players, so I can steer them towards characters they will enjoy. I am extremely familiar with the system and have pregens and one-shots to reintroduce the game if necessary.
Vampire - I have played/GMed White Wolf games twice, but I have some grasp. If anybody has any suggestions making Vampire work (or just that it won't) I'd love to hear. Urban fantasy is a genre that appeals to at least half the group. I think character creation has fairly limited options, and the modern setting may help with out of combat decisions. I don't have any pregens rated characters or one-shots to introduce the game though.
Savage Worlds Pulp/Deadlands/Necessary Evil - I've played and ran a handful of different Savage Worlds games, and the different settings mean we can find one to agree on. Stats and dice are directly correlated, so it's right on the sheet. There are only a couple of action options with clear results, but a lot of freedom to narrate those options. I've got a ton of pregenerated characters and one-shots to run.
Dresden Files Fate - I love the genre and the novels. I've DMed a few demos and one aborted campaign. I'm a little hesitant because so much can depend on player initiative. I have pregens and one-shots to introduce the game.
Star Wars a Edge of the Empire - I've been dieing to run this since it was released. I played a Free RPG adventure and have DMed once or twice. The options seem clean enough that they can accomplish a lot, and character creation appears to limit itself somewhat. I have pregens and intro adventures.
Marvel Heroic Roleplaying - I picked this up because I like comics and it looks fun. I've ran a number of Margaret Weis games and Marvel looks fun. The rules seem lite enough that they won't be overwhelming. On the other hand, it can require a lot of setting knowledge. I have one shots and characters to use.

I know this was a long post. Thanks for your assistance.

TLDR: what game should I pitch to a group that thinks Pathfinder is too complex?


For your group I would suggest either Savage Worlds et al, or sticking to multiplayer CRPGs via LAN or whatnot.

Sovereign Court

Reading through it id give FFG's SW EotE a roll.

Or Descent the boardgame.

Silver Crusade

Why not look into the Pathfinder beginner box? The rules are simplified a lot. Also, you could even use the adventure it comes with to start to 'train' your players how to think ahead and things. And then if it's really Pathfinder that gets you excited to play, you could over time introduce more of the complexities in such a way that your players don't get overwhelmed.


Board games like Descent or Arkham Horror are definitely an option. Descent can be a little pricy though. CRPGs do not interest most of the group, so that's a negative.

Pathfinder will be a suggestion on the table, but I don't think the basic rules would be significantly better. It still struggles with the basic Pathfinder/d20 problem that if you don't devote feats/skills towards something, it's not even worth trying. I do have the beginner box though, if they are interested.

I'm going to first present them as setting/genres and go from there. I thing being familiar and comfortable with that aspect will help a lot.

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