Light
The easy way into a story: few rules, a character ready in minutes, and your attention on what happens.
How it plays
Light is the universe to begin with. A twenty-sided die settles every uncertain action, you place six skills yourself, and nothing else asks for your attention while you live the story.
You keep everything that makes an open world: the time of day, a map, what you carry and wear, and what your character wants. You simply have less to manage.
Mechanics in this universe
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Every uncertain action is settled by a roll you see. The story never picks the outcome for you.
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The story keeps time. Hours pass, events happen on schedule, and arriving late can mean arriving too late.
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The world has real distances. Where you stand decides who you meet and what you can reach.
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Your character is better at some things than others, and it shows in every roll.
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What you carry is tracked, item by item. What you find, you keep.
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What you wear and wield changes what you can do, and how much you can carry.
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Your character wants something. Acting on it moves the story and is rewarded.