I've been GMing for a long time, without actually playing a game myself, so I'm rather in the mood to actually get involved in the action as a protagonist, however no-one else in my group wants to act as a GM. I've already considered the idea of a GMPC but decided it's not something I want to risk. I've been GMing Apocalypse World-derived games for a while and the idea of protecting a character who is still effectively a NPC gives me a nervous twitch.
The setting that my group (including myself) has decided they want to try is a spacefaring mercenary crew in a gritty dystopian future. For the anime buffs out there, we're looking to evoke something along the lines of Cowboy Bebop but with a focus on armed conflict rather than bounty hunting. Not really looking for large-scale battles, but for participation in smaller skirmishes or side-objectives to larger campaigns.
I believe the Warhammer 40k setting is also similar to what we're looking for. Unfortunately I'm not familiar enough with it to draw a more meaningful comparison here, just food for thought.
With that in mind, I've narrowed down what I'm looking for to the following list of requirements.
GM-Related Requirements: The system should fit at least one of these criteria.
- Does not require a GM.
- Rotates GM responsibilities between players
- Allows the GM to have a PC without causing a conflict of interest or even any perception of such from other players. I don't personally feel this is possible, but I'm open to being proved wrong.
Other Requirements: The system should also fit all of these.
- Suitable for an extended campaign with 3-5 players.
- Requires no props other than dice. The game will be played on a messaging client that has a dice roll command, but no other RPG-related features.
- Rules-Light: Mechanics should be simple and applied only when it's critical. Apocalypse World and its derivatives are along the right lines in this respect, but very much require a dedicated GM.
- Can be used to play a space-faring sci-fi setting straight out of the box. Either because it's designed for such settings or it's genre-agnostic and provides the tools to create setting-evocative mechanics.
- Is not a system which relies on an existing canon universe. Myself and at least one of the other players feel creatively restricted when playing within an established canon.
Desirable but not strictly necessary:
- Has built-in support for vehicle-to-vehicle and infantry-to-vehicle combat. Double bonus for mechs specifically. Systems which function fluidly without needing rules for this also meet this criteria.
- Evokes the desired setting by design i.e. explicit mechanics for interstellar travel and other dangerous space-faring activities.
- Supports inter-PC conflict, or at least doesn't fall apart when the characters throw anything more than harsh words at each other.
- Focuses on character's emotional development. Even in the grim darkness of space people have history and emotional baggage. Dealing with this should be part of the narrative.
- Freely available or at least low-cost. It will be difficult to get player buy-in if they have to spend more than about £5 GBP (~7 USD).
Further notes on the GM-with-a-PC criteria
I didn't actually expect many answers where systems were being offered under this premise, so I didn't really elaborate, however every answer I've received to date has cited a system where a GM is the default case.
While I'm leaving my options open on this front, this is not ideal and I'll require serious convincing that this can work without causing social drama. My group has had bad experiences in the past with other GMs favoring their railroaded narrative and GMPCs over our own actions and as a result are rather hair-trigger sensitive about such things. Answers which cite a system under this criteria should provide personal experience with playing in such a manner and how such drama was avoided.
Prep work for the GM in this case should also be minimal to none, I've got a busy life and preparing material in advance for a game I'm supposed to be playing for fun is just a no-go for me.