Quote:
Originally Posted by Johan Larson
If you remove all the formal rules from role-playing, the experience becomes interactive story-telling. If you have some rules, just a few, the experience is similar but you now have ways to resolve disputes about what is and is not possible. But since the rules are slim the GM still has to eyeball a lot of tests and modifiers.
|
d6 Star Wars was quite rules light. Character creation was fast and easy (even if not using templates) and the dice mechanic was pretty simple (roll and add).
Classic Traveller, if one only used Books 1-3, was not rules heavy, although one had to do a lot of dice rolling.
Fudge can be pretty rules light, more so than fate.
BESM was also rules light. Tri-Stat dX made things a bit too complicated to be "light".
Talislanta fits in there too, at least for 1e and 2e.
Oh, and although I know some people don't consider it a role-playing system, but TWERPS was pretty simple.