So one of my traditional groups has a member who's gone through a pretty serious health crisis, and in addition to that the remainder of the group is going on some traveling soon. Eventually we'll get back together (most of us are college students, so we'll see each other again there) but over the summer with people traveling and recovering from being ill, I'd like to run a game very different from the normal games they play; they tend to be into heavily mechanical systems (Shadowrun, Pathfinder, and Dark Heresy being the three games that have gone the longest with them, in order), but with people not feeling well I'd like to switch over to an online platform, as we were doing before, but also to a game that will work better for the group-not everyone invests the same amount of effort into the system, and when I can pop over to someone and help answer all their questions about a system while looking at their book over their shoulder we can do a lot more than when we're trying to communicate things over VOIP/phone calls.
I'd like to run a rules-light system, or at the very least one that is significantly less complex, since I've come to the conclusion that several of my 4th edition players have never actually read the rules, and I want something that can be explained in simple sentences. However, this will mean at the very least a system change, and probably a setting change to keep it simple. Unfortunately, my players tend to be heavy metagamers, so they get into things where they can build sports-car characters, though from my experience they'll play pretty much anything and enjoy it if they can get hooked on it.
Are there good ways to hook players when you can't rely on the usual methods of coercing them to play (I can't point to a gear entry, spell chart, or advancement and say "but look at how coooool you'll be" in a more fluid, simple game), especially since I'm pretty sure they'd enjoy the game in question?