>>96120067To be honest? I can't fault people for not wanting to make the baseline effort in learning a TTRPG system. Even the most basic stuff takes a small amount of personal effort and those basic systems are the prime ones that turn to vapor due to constant flakes and GMs leaving because the system itself turns to shit when you take a good crack at it.
You want a system with enough depth AND/OR content to keep the GM vested in making adventures and simple enough that players can learn it well enough to have fun in a single session while having enough meat for them to muck around with its innards on their side of the table as well.
It's why I recommend Savage Worlds to people. It's not a great system. It is, in fact, an outright bad system in a lot of ways. It is, however, fast to play and teach, has a good sense of accomplishment for players, and has enough settings and content to keep GMs happy.
Used to have a CRB that just cost $10 and requiring every player buy their own physical book dramatically cuts down on flakes.