Woah, hey, so, it sounds like I owe an apology. I started the post, went away, did some reading, and came back to a lot of people trying to figure out what I meant when I hadn't paid serious attention to TTRPG theory in five years. So. Let's ditch the GNS terminology I used. And yes, that was the source of the wording for the title.

So. I'm looking for a game that is mechanically simple. The base mechanics of FATE are about where it should rest, give or take. I am looking for a game that steers its players (and GM/MC/DM/w/e) away from an adversarial playstyle. Finally, I am looking for a game that has mechanics that encourage players to make choices based on creating an interesting story, rather than entirely trusting that an interesting story will fall out of playing in an adversarial manner.

For clarification: When I use the word "adversarial," I am referring to the mindset that the game is GM vs. players.

Quote Originally Posted by Psyren View Post
If 5e is too "mechanically complex" then I dunno. It sounds like your group would be better off with something really light, if not freeform entirely.
Yeah. That's what prompted FATE, tbh. I'm tempted to just force PbtA at this point.