fpbp
Whatever you're most comfortable with or enjoy is best. You'll already have some system mastery, and can guide players if they don't know the system.
If you and your group are completely new to TTRPGs, just go with whatever is cool sounding and vibes with what your players want for a setting. System isn't as big of a deal as people say, always can switch.
Most importantly, READ the fucking book for it. Most if not all the book, make a character or two to see how it goes. Expect that there's someone that's either not going to get it, or just doesn't read the book. (WWWJKW , god captcha why)
And if you are absolutely fucking new to the hobby: 2d6 basic (the Slav one, not the American one) has all you need, with 2 pages of rules, using the most regular dice of 2 regular d6 (duh) and being able to carry through whatever you throw at it (even if the original was written as a dungeon crawler those 30 years ago).
If you need brand name (I'm not judging, being retarded is something that just happens to people), then you need to be more specific for your needs, even if you are looking for a generic system.
Whichever game you like the most and its the easiest for you to write good ideas and enjoy running
If you fucking hate horror and the players being mundane humans don't do call of cthulu, if you fucking hate fantasy don't do D&D, if you hate future stuff don't do cyberpunk
If you have really good ideas and just really like a particular universe or franchise just fucking go with a game that supports that >I have tons of ideas of very classical "metal cover" fantasy adventures
grab the conan rpg >I have tons of ideas for urban fantasy in real life moderm cities
dresden files and world of darkness rpgs >I'm a weeb who really likes high power nonsense
Dungeons the dragoning 40k 7th edition although this one REALLY benefits from having a lot of /tg/ experience beforehand, but it doesn't matter >I really like star wars
play any of the the star wars rpgs >I really like warhammer 40k
play one of the many wh40k rpgs
Look bro, if you don't have passion and love what you are running, writting and doing its not gonna last long at all. Fuck the mechanics, fuck the system, fuck the lore really, tabletop rpgs are about YOU, so pick whatever helps you the most to write the adventures that are in your head. Do you know the meme of "have you tried not playing D&D"? its not about shit talking D&D, its about how many people just jump to it for being "easy" and not because they actually have adventures and ideas in mind for D&D, they would instead have more fun if they could put their ideas and concepts in a different game
Like those fucking retards who want to do sci fi campaigns and games and instead of playing a sci-fi rpg they try to adapt D&D
TLDR: WHICHEVER RPG YOU LIKE THE MOST IS THE EASIEST AND BEST FOR A BEGINNER GM
That forced meme is just spammed by passive aggressive trolls because they know the mods won't delete it, and conveys the message of "wah wah, stop playing d&d, wah wah" while leaving enough space to backpedal and beg everyone to extend to you the benefit of the doubt; to pretend that no, you're not actually trolling, you're really trying to give advice, even though you just happen to be spamming the same thing trolls spam at the mere mention of the game and with the clear and professed intent to try and exhibit as much hostility towards the game as they can, often slapping it onto their general shitposts complaining about the game.
Playing different games is good, and offering actual advice on what games to try is also actually helpful. But, insinutating that a person has only played D&D, and effectively telling them nothing but that they should play any other game, and you don't really care as long as it's not D&D, is just pure and simple trolling and you shot yourself in the foot pretending it isn't.
Hell, you even tried to pass off the bullshit of "you can't refluff games" in your post. Sure, there are ready-made Sci-fi or Fantasy games, or games of any genre, but discouraging people from adapting games they enjoy to other genres is leading people towards the trap of bouncing from system to system, looking for an imaginary unicorn that fits them exactly, as opposed to learning the vital ability of adapting and adjusting and even creating their own games. Discouraging people from that just because you need to invent a reason to get people away from a game they like but you dislike is terrible advice. Hell, half the games you mentioned are awful and run poorly, like your urban adventure reqs or 80% of the Star Wars RPGs, and shouldn't be recommended soley because they have a genre or liscense slapped on top of them.
It is still true that its a legitimate thing to say to people who are fucking obsessed with D&D and say things like >"So I just watched the edgerunners anime, does anyone know how to adapt it to D&D?"
I shit you not
Yes, I'll, discourage people from refluffing games forever, its a fucking shit and garbage idea. The more different games and systems a person tries the better.
Massive fucking balls too, to imply changing the lore of a game to fit your campaign better is the same as readapting the entire thing to a setting its not meant for
>half the games you mentioned are awful and run poorly
YES, HOLY SHIT, THAT'S THE POINT, WHO THE FUCK CARES ABOUT THAT
ITS ABOUT what the GM likes on a narrative level and would have fun and an easy time creating stories and campaigns >newbie GM really likes star wars and already has in mind 20 possible adventures in the world of star wars >but a nagger on /tg/ told him the system is shit (it is) and he should do call of cthulu instead >he does >campaign and his motivation dies three weeks later because he can't come up with ideas, or worse, he just tried to adapt the ones he had in his head for star wars without success >"help me guys, I tried adapting these ideas I had for star wars to call of cthulu and its a shitfest and boring me" >"Have you tried not playing cthulu?"
people will have fun with good stories and motivated GMs regardless of the quality of the systems
nobody can have a good time with a bored and unmotivated GM regardless of how good the system is
3 weeks ago
Anonymous
>people will have fun with good stories and motivated GMs regardless of the quality of the systems
3 weeks ago
Anonymous
you are not retarded and autistic enough to not understand that a system as atrocious as FATAL would demoralyse any GM
3 weeks ago
Anonymous
That's true, but I would argue that even with a motivated GM that unironically likes FATAL a game of FATAL would still inherently fucking suck.
3 weeks ago
Anonymous
hard disagree
assuming no unfair circunstances (like the GM being a legitimate imbecile or non meme autist/aspie), he would find a way to make something really fucking funny
>GM gets inspired >looks at FATAL >obviously, in 99.9% of situations he would be demoralised inmediately and try with another system >however, if he still feels inspired once again, assuming he's a normal good guy and not a mentally ill aspie, because that would be extremely unfair for our conversation and an entire different discussion, as its not really the fault of any system >"Hey guys, I had this terrible idea, lets do a one shot with FATAL for laughs"
and yeah, zero doubt that on a gameplay sense it would be an absolute fucking mess, but it wouldn't be an impediment for a fucking hilarious afternoon just making fun of how much of a mess it is and dark humor, and in fact it would probably be the entire point for the idea/inspiration that the GM had, so I would trust my friend and go for it.
It may be compareble to watching bad movies, if you are with a group of friends who are on the same mood and are good with jokes for each moment you could have a great time with iredeemable garbage
I mean, of course it can go wrong and not come out as well as expected, but that goes for all ideas for all sessions in all games forever, so its not part of the discussion
been reading this because I wanted a generic RPG and I like the character building but im still pretty nervous to run something. I'm thinking of stealing a module to adapt but im still figuring it out
Call of Cthulhu.
Good Call of Cthulhu campaigns are really hard to run since you have to write a compelling mystery with clues and a lot of moving parts that connect to each other. But as a game it's very simple to run.
Call of Cthulu is relatively simple to run and you have a plethora of premade scenarios to run. Writing your own is hard though
>Call of Cthulu is relatively simple to run
On mechanical side - kinda
On scenario side - lol, no >a plethora of premade scenarios to run
You mean the same 4 scenarios repacked in different settings, and all build on the same flawed logic of "you now MUST pass the test of X skill; repeat until you do and/or die from not passing it"
Call of Cthulhu. All the good adventures are already pre written and theirs lots of extratextual information on the internet from GMs who've run them in the past along with their tips and tricks
Call of Cthulhu is a classic, and will make you a better GM
Alternatively, if you want D&D but less, there are a variety of retroclone with clear, enumerated dungeon procedures.
No, I implied that it was easy to run a Call of Cthulhu scenario. If that makes you a retard, you said it, not me.
Ok, I’ve decided to run CoC cause I like horror and Lovecraft and mystery and a lot of you guys are recommending it. What are some good adventures to run as a beginner and what makes some of you saying CoC is hard to run/make adventures for? Any tips for prepping and running?
>What are some good adventures to run as a beginner
The Haunting. >some of you saying CoC is hard to run/make adventures for?
Writing adventures is hard because it's an investigation based game. You need to have motives, you need to have a written plan, you need to write clues in an interesting manner while also making sure they all lead somewhere. You have to create a plot then split it up into puzzle pieces, which isn't an easy thing to do.
As for running pre-written stuff, most written modules aren't that hard, especially the one-shots. The only exception to this rule is the big campaigns, like Masks of Nyarlathotep, which have a lot of moving parts and things you need to keep track of, making them considerably harder to run than most other campaigns.
The Haunting is sort of the go to starter scenario. It's a lot of fun, but it does require a little bit of work to pull of. Seth Skorkowski has a decent video about how he's run it that's worth checking out.
When it comes to writing your own shit, read the Alexandrian's blog, specifically stuff relating to the Three Clue Rule and Don't Prep Plots. People are saying it can be hard to run mysteries when you start because it's easy for a newbie to write themselves into a corner, or have a plot that is too rigid, or really over prep to try and anticipate what your players are going to do. But once you figure it out, I think mystery based adventures are a lot easier and take less effort than location based adventures.
>Call of Cthulu is relatively simple to run
On mechanical side - kinda
On scenario side - lol, no >a plethora of premade scenarios to run
You mean the same 4 scenarios repacked in different settings, and all build on the same flawed logic of "you now MUST pass the test of X skill; repeat until you do and/or die from not passing it"
>Point >(You)
You were saying something about being retarded, right?
>2d6 basic
Post the cover, or actual name of the author, or something actually searchable unlike "the Slav one".
That's literally the name, and it has no cover, because it's a homebrew game from the early 90s. I guess if you squint, you can google for "Oko Yrrhedesa" by Sapkowski, which is a variant of 2d6 Basic, with utterly retarded magic bolted to it by his editor
Call of Cthulhu. All the good adventures are already pre written and theirs lots of extratextual information on the internet from GMs who've run them in the past along with their tips and tricks
Nta, but from the top of my head >Extreme linearity >Inability to adjust >Overthinking shit to pad out the otherwise straightforward premise >Oftentimes, over-reliance on rolls for critical information >A trend since early '10s: forcing an all-mighty GMPC that's the only way to solve the plot
Everyone is John or Lasers and Feelings. Really, almost any 1 page RPG will cover you, if "Low Prep" is your biggest concern. Everyone else responding with "run the system you like!" missed the part about prep, because even your favorite system (if you have one) can still be a tedious headache to prep for.
The more complicated stuff that comes with running an RPG tends to stuff that is excluded from running a one-page RPG. You don't have to worry about balancing encounters or loot tables or party balance or any of that shit. If the average group of people can learn to play monopoly, they can read the rules for Everyone is John and understand how to play it.
Then there's no chance they'll learn to play any RPG. Most people don't even read the GM section of their books, if they even read the books they buy at all. If they can't pass the 1-page remedial course, the hobby isn't for them and we shouldn't even worry ourselves with accommodating such subhumans.
DnD isn't difficult to prep. Characters learn about a dungeon, they gear up, raid the dungeon, kill the monsters, get loot, go back to get a reward, gear more up. It doesn't get much simpler than this. It's not Call of Cthulhu, Kult or Delta Green where the players expect some complicated investigation full of clues and red herrings. If you meant simpler systems, there are many, like Open Quest Mini Six, Tiny Dungeon, Barbarians of Lemuria...
>What’s an easy game for a beginner GM to prep and run
You've got some good system suggestions in here, so I'll give you some effort-saving advice that has helped me remain sane in my GMing career:
>Don't prepare battlemaps in advance AT ALL
Just don't! Battlemaps are the biggest time vampire for someone preparing a session. Don't even use battlemaps that you've found online.
When combat begins, use a dry-erase marker or roll20's draw tools to quickly add dramatic features (bottomless pits, sheer cliffs, boiling cauldrons) and some cover to an otherwise blank grid.
DCC is pretty easy to prep and run, honestly you don't even need a prepared campaign and shit, just get a bunch of tables to roll on and the game will make itself
you gotta get some fucked up weird dice to run it though, but that's half the fun
Virtually anything is easier than DnD for first timers.
If you are at all into anime (and I will assume you are), try sword world.
Same kinda high fantasy dungeon crawly adventuring type of deal, infinitely more beginner friendly to get into.
Its basically the most played japanese game, over in japan, and it has an extensive fan translation (bordering on complete, which is nuts because game has had book releases since basically 2008 now).
You can find all the important links (as well as a pretty complete wiki of all the game data) here: http://sw25.wikidot.com/
Just run the system you already enjoy
fpbp
Whatever you're most comfortable with or enjoy is best. You'll already have some system mastery, and can guide players if they don't know the system.
If you and your group are completely new to TTRPGs, just go with whatever is cool sounding and vibes with what your players want for a setting. System isn't as big of a deal as people say, always can switch.
Most importantly, READ the fucking book for it. Most if not all the book, make a character or two to see how it goes. Expect that there's someone that's either not going to get it, or just doesn't read the book. (WWWJKW , god captcha why)
/thread
And if you are absolutely fucking new to the hobby: 2d6 basic (the Slav one, not the American one) has all you need, with 2 pages of rules, using the most regular dice of 2 regular d6 (duh) and being able to carry through whatever you throw at it (even if the original was written as a dungeon crawler those 30 years ago).
If you need brand name (I'm not judging, being retarded is something that just happens to people), then you need to be more specific for your needs, even if you are looking for a generic system.
>2d6 basic
Post the cover, or actual name of the author, or something actually searchable unlike "the Slav one".
Whichever game you like the most and its the easiest for you to write good ideas and enjoy running
If you fucking hate horror and the players being mundane humans don't do call of cthulu, if you fucking hate fantasy don't do D&D, if you hate future stuff don't do cyberpunk
If you have really good ideas and just really like a particular universe or franchise just fucking go with a game that supports that
>I have tons of ideas of very classical "metal cover" fantasy adventures
grab the conan rpg
>I have tons of ideas for urban fantasy in real life moderm cities
dresden files and world of darkness rpgs
>I'm a weeb who really likes high power nonsense
Dungeons the dragoning 40k 7th edition although this one REALLY benefits from having a lot of /tg/ experience beforehand, but it doesn't matter
>I really like star wars
play any of the the star wars rpgs
>I really like warhammer 40k
play one of the many wh40k rpgs
Look bro, if you don't have passion and love what you are running, writting and doing its not gonna last long at all. Fuck the mechanics, fuck the system, fuck the lore really, tabletop rpgs are about YOU, so pick whatever helps you the most to write the adventures that are in your head. Do you know the meme of "have you tried not playing D&D"? its not about shit talking D&D, its about how many people just jump to it for being "easy" and not because they actually have adventures and ideas in mind for D&D, they would instead have more fun if they could put their ideas and concepts in a different game
Like those fucking retards who want to do sci fi campaigns and games and instead of playing a sci-fi rpg they try to adapt D&D
TLDR: WHICHEVER RPG YOU LIKE THE MOST IS THE EASIEST AND BEST FOR A BEGINNER GM
That forced meme is just spammed by passive aggressive trolls because they know the mods won't delete it, and conveys the message of "wah wah, stop playing d&d, wah wah" while leaving enough space to backpedal and beg everyone to extend to you the benefit of the doubt; to pretend that no, you're not actually trolling, you're really trying to give advice, even though you just happen to be spamming the same thing trolls spam at the mere mention of the game and with the clear and professed intent to try and exhibit as much hostility towards the game as they can, often slapping it onto their general shitposts complaining about the game.
Playing different games is good, and offering actual advice on what games to try is also actually helpful. But, insinutating that a person has only played D&D, and effectively telling them nothing but that they should play any other game, and you don't really care as long as it's not D&D, is just pure and simple trolling and you shot yourself in the foot pretending it isn't.
Hell, you even tried to pass off the bullshit of "you can't refluff games" in your post. Sure, there are ready-made Sci-fi or Fantasy games, or games of any genre, but discouraging people from adapting games they enjoy to other genres is leading people towards the trap of bouncing from system to system, looking for an imaginary unicorn that fits them exactly, as opposed to learning the vital ability of adapting and adjusting and even creating their own games. Discouraging people from that just because you need to invent a reason to get people away from a game they like but you dislike is terrible advice. Hell, half the games you mentioned are awful and run poorly, like your urban adventure reqs or 80% of the Star Wars RPGs, and shouldn't be recommended soley because they have a genre or liscense slapped on top of them.
> adapting games
So how much do they pay you to post this nonsense?
yes
I already knew your entire post perfectly
It is still true that its a legitimate thing to say to people who are fucking obsessed with D&D and say things like
>"So I just watched the edgerunners anime, does anyone know how to adapt it to D&D?"
I shit you not
Yes, I'll, discourage people from refluffing games forever, its a fucking shit and garbage idea. The more different games and systems a person tries the better.
Massive fucking balls too, to imply changing the lore of a game to fit your campaign better is the same as readapting the entire thing to a setting its not meant for
>half the games you mentioned are awful and run poorly
YES, HOLY SHIT, THAT'S THE POINT, WHO THE FUCK CARES ABOUT THAT
ITS ABOUT what the GM likes on a narrative level and would have fun and an easy time creating stories and campaigns
>newbie GM really likes star wars and already has in mind 20 possible adventures in the world of star wars
>but a nagger on /tg/ told him the system is shit (it is) and he should do call of cthulu instead
>he does
>campaign and his motivation dies three weeks later because he can't come up with ideas, or worse, he just tried to adapt the ones he had in his head for star wars without success
>"help me guys, I tried adapting these ideas I had for star wars to call of cthulu and its a shitfest and boring me"
>"Have you tried not playing cthulu?"
I mean there probably is a half-decent star wars ruleset out there for the basic roleplaying system.
people will have fun with good stories and motivated GMs regardless of the quality of the systems
nobody can have a good time with a bored and unmotivated GM regardless of how good the system is
>people will have fun with good stories and motivated GMs regardless of the quality of the systems
you are not retarded and autistic enough to not understand that a system as atrocious as FATAL would demoralyse any GM
That's true, but I would argue that even with a motivated GM that unironically likes FATAL a game of FATAL would still inherently fucking suck.
hard disagree
assuming no unfair circunstances (like the GM being a legitimate imbecile or non meme autist/aspie), he would find a way to make something really fucking funny
>GM gets inspired
>looks at FATAL
>obviously, in 99.9% of situations he would be demoralised inmediately and try with another system
>however, if he still feels inspired
once again, assuming he's a normal good guy and not a mentally ill aspie, because that would be extremely unfair for our conversation and an entire different discussion, as its not really the fault of any system
>"Hey guys, I had this terrible idea, lets do a one shot with FATAL for laughs"
and yeah, zero doubt that on a gameplay sense it would be an absolute fucking mess, but it wouldn't be an impediment for a fucking hilarious afternoon just making fun of how much of a mess it is and dark humor, and in fact it would probably be the entire point for the idea/inspiration that the GM had, so I would trust my friend and go for it.
It may be compareble to watching bad movies, if you are with a group of friends who are on the same mood and are good with jokes for each moment you could have a great time with iredeemable garbage
I mean, of course it can go wrong and not come out as well as expected, but that goes for all ideas for all sessions in all games forever, so its not part of the discussion
Lasers & feelings, you can't simpler than that.
Vaesen, Blades in the Dark, Spire the City Must Fall, Forbidden Lands.
been reading this because I wanted a generic RPG and I like the character building but im still pretty nervous to run something. I'm thinking of stealing a module to adapt but im still figuring it out
Call of Cthulhu.
Good Call of Cthulhu campaigns are really hard to run since you have to write a compelling mystery with clues and a lot of moving parts that connect to each other. But as a game it's very simple to run.
Ok, I’ve decided to run CoC cause I like horror and Lovecraft and mystery and a lot of you guys are recommending it. What are some good adventures to run as a beginner and what makes some of you saying CoC is hard to run/make adventures for? Any tips for prepping and running?
>What are some good adventures to run as a beginner
The Haunting.
>some of you saying CoC is hard to run/make adventures for?
Writing adventures is hard because it's an investigation based game. You need to have motives, you need to have a written plan, you need to write clues in an interesting manner while also making sure they all lead somewhere. You have to create a plot then split it up into puzzle pieces, which isn't an easy thing to do.
As for running pre-written stuff, most written modules aren't that hard, especially the one-shots. The only exception to this rule is the big campaigns, like Masks of Nyarlathotep, which have a lot of moving parts and things you need to keep track of, making them considerably harder to run than most other campaigns.
The Haunting is sort of the go to starter scenario. It's a lot of fun, but it does require a little bit of work to pull of. Seth Skorkowski has a decent video about how he's run it that's worth checking out.
When it comes to writing your own shit, read the Alexandrian's blog, specifically stuff relating to the Three Clue Rule and Don't Prep Plots. People are saying it can be hard to run mysteries when you start because it's easy for a newbie to write themselves into a corner, or have a plot that is too rigid, or really over prep to try and anticipate what your players are going to do. But once you figure it out, I think mystery based adventures are a lot easier and take less effort than location based adventures.
>What’s an easy game for a beginner GM to prep and run that isn’t D&D?
4th Edition.
Call of Cthulu is relatively simple to run and you have a plethora of premade scenarios to run. Writing your own is hard though
>Call of Cthulu is relatively simple to run
On mechanical side - kinda
On scenario side - lol, no
>a plethora of premade scenarios to run
You mean the same 4 scenarios repacked in different settings, and all build on the same flawed logic of "you now MUST pass the test of X skill; repeat until you do and/or die from not passing it"
nta but if you have trouble running a Call of Cthulhu scenario, I really don't know what to tell you.
>Point
>(You)
You were saying something about being retarded, right?
That's literally the name, and it has no cover, because it's a homebrew game from the early 90s. I guess if you squint, you can google for "Oko Yrrhedesa" by Sapkowski, which is a variant of 2d6 Basic, with utterly retarded magic bolted to it by his editor
No, I implied that it was easy to run a Call of Cthulhu scenario. If that makes you a retard, you said it, not me.
Barbarians of Lemuria.
Call of Cthulhu. All the good adventures are already pre written and theirs lots of extratextual information on the internet from GMs who've run them in the past along with their tips and tricks
pre written adventures are garbage for newbie GMs and create horrible habits
>create horrible habits
such as?
Nta, but from the top of my head
>Extreme linearity
>Inability to adjust
>Overthinking shit to pad out the otherwise straightforward premise
>Oftentimes, over-reliance on rolls for critical information
>A trend since early '10s: forcing an all-mighty GMPC that's the only way to solve the plot
Everyone is John or Lasers and Feelings. Really, almost any 1 page RPG will cover you, if "Low Prep" is your biggest concern. Everyone else responding with "run the system you like!" missed the part about prep, because even your favorite system (if you have one) can still be a tedious headache to prep for.
One page RPGs suck for newfags because the whole reason they fit on one page is they assume you already know how to run an RPG.
The more complicated stuff that comes with running an RPG tends to stuff that is excluded from running a one-page RPG. You don't have to worry about balancing encounters or loot tables or party balance or any of that shit. If the average group of people can learn to play monopoly, they can read the rules for Everyone is John and understand how to play it.
>If the average group of people can learn to play monopoly
They can't. Most people learn to play wrong from someone else that learned to play wrong.
Then there's no chance they'll learn to play any RPG. Most people don't even read the GM section of their books, if they even read the books they buy at all. If they can't pass the 1-page remedial course, the hobby isn't for them and we shouldn't even worry ourselves with accommodating such subhumans.
My answer would still be Barbarians of Lemuria, then.
Shadowrun 🙂
Call of Cthulhu is a classic, and will make you a better GM
Alternatively, if you want D&D but less, there are a variety of retroclone with clear, enumerated dungeon procedures.
Prowlers and Paragons.
DnD isn't difficult to prep. Characters learn about a dungeon, they gear up, raid the dungeon, kill the monsters, get loot, go back to get a reward, gear more up. It doesn't get much simpler than this. It's not Call of Cthulhu, Kult or Delta Green where the players expect some complicated investigation full of clues and red herrings. If you meant simpler systems, there are many, like Open Quest Mini Six, Tiny Dungeon, Barbarians of Lemuria...
RISUS
Matoi best
I like SZS too
You should try Anima: Beyond Fantasy.
cypher is mind-numbingly simple
Everyone is john
>What’s an easy game for a beginner GM to prep and run
You've got some good system suggestions in here, so I'll give you some effort-saving advice that has helped me remain sane in my GMing career:
>Don't prepare battlemaps in advance AT ALL
Just don't! Battlemaps are the biggest time vampire for someone preparing a session. Don't even use battlemaps that you've found online.
When combat begins, use a dry-erase marker or roll20's draw tools to quickly add dramatic features (bottomless pits, sheer cliffs, boiling cauldrons) and some cover to an otherwise blank grid.
DCC is pretty easy to prep and run, honestly you don't even need a prepared campaign and shit, just get a bunch of tables to roll on and the game will make itself
you gotta get some fucked up weird dice to run it though, but that's half the fun
Virtually anything is easier than DnD for first timers.
If you are at all into anime (and I will assume you are), try sword world.
Same kinda high fantasy dungeon crawly adventuring type of deal, infinitely more beginner friendly to get into.
Its basically the most played japanese game, over in japan, and it has an extensive fan translation (bordering on complete, which is nuts because game has had book releases since basically 2008 now).
You can find all the important links (as well as a pretty complete wiki of all the game data) here: http://sw25.wikidot.com/