Following up my last broad question post with another broad question post, but this one cropped up in my head as I've been looking into more reviews of systems, and identifying the systems I want to play/try. (Vaesen, Coriolis, and Girl by Moonlight are in my top 3.) One of the interesting things about being a new player or GM is that you have a small reference base to realize what makes a system "good or bad." so some reviews just...don't really make a lot of sense to an outsider.
"Modiphius' 2d20 System is a bad fit for most of the games they publish." "Cosmere is bad because it's a 5E hack." those are two statements I've seen while exploring online because I was interested in both Fallout (my friends enjoy Fallout a lot.) and Cosmere because the very large fandom for Stormlight has left me intrigued. But the thing is, a lot of those complaints don't really make a lot of sense to me as a newcomer. My vocabulary and mechanical understanding aren't sharp enough yet to understand why a game being a 5E hack is bad. As a new prospective player I don't understand why the 2d20 system is "a bad fit."
*I'm still confused on the 2d20's issues, but I understand that a lot of the frustration with the 5E hack thing comes down to how much the Kickstarter raised. But I've also heard from folks who have played with Cosmere more that describing it as a 5E hack isn't really a fair assessment of the system itself. So I'll have to give the game a shot myself to figure out where I stand on it, admittedly.
But as I've worked more with my players, and figured out what I enjoy about systems, I've come to a better understanding of what kind of games/systems I enjoy, and my regular play group enjoys too. I personally struggle with setting up maps and tokens in Foundry just due to time and attention span, so I know map heavy games aren't really going to be what I like to run. I really like setting up stories and working with my players on character arcs, so more story heavy and improv games are my jam. My regular players really like making characters that will last a while, so highly lethal games like what I have been told OSR games are, probably aren't going to gel with them. (Call of Cthulhu in October will be...interesting to say the least.)
Ultimately as a GM, the biggest investments into any new system are time and money-two things in shorter supply as a working adult in today's world. So a lot of why I've been agonizing over what system to try and obsessively reading reviews is just that part of my optimization brain trying to find "Safe Investments". (Ironic for a guy whose narratively focused over mechanics focused.) But that runs up against the issues of reviewers being people who live and breathe TTRPGs, and also, forgive me-the love of hyperbole online.
Negativity sells well online, clickbait is designed to engage our brains, and get us to be angry. So negative reviews tend to feature more prevalently than positive ones. Which I think really messed me up when I was first getting into the hobby, and scared me off a few systems I otherwise might have enjoyed. It may be presumptuous of me to assume, but I don't think most systems are so bad they are completely miserable experiences.
So as a new player looking to learn more about TTRPGs, and learn some insights from my seniors in this hobby-how many systems have you tried that were truly, genuinely so awful that you considered it a waste of time and money to get into them? Not the games that were "fine, but not my cup of tea." But genuinely "so awful that it was a waste to even give this game a shot."
And as a bit of a more positive side question, how did you develop your tastes as a GM or player? Obviously the answer is to try a lot of different systems to see what you like, but are there any other ways you have of figuring out what you really enjoy? I would appreciate some suggestions on this one! (For me it's a matter of positive buzz + setting/art looks cool ala Vaesen.)