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When it comes to running role-playing games, I like a fairly low complexity. I’ve got enough going on talking to everyone at the table in turn that addressing as many different questions and decision points that something as complex as Pathfinder raises is way more than I want to take on.
The Storyteller system’s always been wonderfully easy to run. There are attributes and skills, you can mix and match those to address whatever a character is trying to achieve, and then you roll some dice and check for how many made the target number.
Adventure!, and its cousins in the Aeon Continuum, Aberrant and Trinity, uses a variant on the Storyteller rules. There’s a constant target number of 7 now, and additional difficulty is represented by requiring more than one success, or gaining more successes than whomever the character is working against in a contested task.
So it’s really easy to adjudicate Adventure! and it’s crammed with flavorful pulp action abilities and is one of my first encounters with a meta resource for players to ameliorate dice results, Inspiration and Dramatic Editing. Player characters have a small pool of points to temporarily boost their abilities, and nudge the narrative. Depending on the GM, “Of course there are enough parachutes in this crashing plane for all of us” might just be the way things go even without Inspiration, but digging yourself out of a narrative dead end on your own abilities is almost always preferable to the GM handwaving it at the last minute because the players didn’t catch on to what they originally envisioned.