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Looking for interest in other systems besides D&D

Im looking for new system to run other than Dungeons and Dragons. I have Dmed their systems for 25 years and I am looking to branch out. What systems would you be interested to play?
Are you looking for fantasy style games like D&D just with new systems as there are a lot, the new Lord of the Rings game The One Ring, then you have  Modiphius' Conan: Adventures in an Age Undreamed , or The Dark Eye is one I have always wanted to try out, oh and then there is Symbaroum, and Beyond the Wall  which looked cool,  .... point being just fantasy there are a lot.  Any ideas on what kind of game you looking for or you just looking for a group of player to are interested in a system so you can give it a go?
I have been looking at systems that do multiple genres without much conversion, this way i can DM same rules set for different tastes. So far I have found Savage Worlds fits the bill, but seems no one is interested or very small following on roll20. So I am seeing what alternative systems people are willing to use and what kind of setting they would play.
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Oh in that case you might if your a fan of the Fantasy Flight Stars War they took there rules with some updates and set them up for as base rule to be used in any genre it called Genesys. there is also Fate I know a lot of people like it and yes Savage Worlds is a easy one for player pick up as its not rules heavy and character creation is a snap 
Savage Worlds is good.  You can do just about anything with Interlock (Cyberpunk 2020 and Mekton).  I'm currently in a Ridleyverse/Aliens campaign with the latter.  Chaosium's BRP does everything from Cthulhu and Elric to scifi and sci-fantasy (Thundarr anyone?).  The Cepheus engine (Traveller) is getting a lot of use as of late it seems.
In the end I would like to run a Rifts like campaign. Jumping from rift to rift and plane to plane, High tech to high magic, no tech to prehistory. As of now Savage Worlds seems like best bet without complicated rules that fit every genre. Its just finding players interested is difficult, thats why im putting out feelers for what players want and systems.
The Witcher RPG rulebook just came out, if your a fan of the witcher games/novels you might look into that. I'm trying to find such a game on mondays currently myself. Something middle of the road might also be to your taste, the MistBorn rpg, based on the novels, has rules for a western era and basically works a bit like a steampunk game. The magic systems are freaking excellent, and allow for a lot of player creativity.
Hell it can be a headache but why not just use Rifts but yes with all the source books out there for Savage Worlds you can easily use it for what you talking about, but you can do it with D&D 5e as well or many of the general rule systems listed so far, it comes down to pick one or two you would like to run and see if anyone is interested  Side note, Witcher looks so cool can't wait to get a chance to play that game  
Rifts books scares the hell out of people. I have played a couple of sessions and loved it, but have never GMed it.
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If you are looking for a more story oriented system with fairly light rules and simple mechanics you might want to look at the Pip System by Third Eye Games. I would say it definitely fits the "multiple genres with out much conversion" you are looking for. You can find the quick start on RPGNow. In addition, they are releasing genre primers quarterly. So far the have released Fantasy and Nior. These could be helpful as you look to do specific genres within different Rifts. 
Savage Worlds is not a terrible system, but I wouldn't mark it as good either. One of the most glaring flaws to me is the carry capacity problem that is highly unrealistic on the low side. Another problem wqith the system is how even a +1 or -1 is so ridiculously brutal to the point that even a single injury, point of fatigue or simply a point of encuberance can be a game ender for any character. Regarding character creation the starting stuff makes character feel rather incomplete. It feels like you are trying to make the best out of a bad scenario because you definitely do not have enough points to allocate to your starting stats, especially if your character is dependent on multiple. There is also a big inbalance between going magic, shooting or melee in both terms of what stats they require and what edges. The skills are about the only thing that receives a pass as the initial points are enough, however they also receive a negative in the sense that since everything is so dependent on edges and stats, you are expected to never buy skills past character creation and if you do, you are actually making your character much worse for it. I find that there is only 3 merits with the system in general. It's a classless system so you can theorically do whatever you want (you will still be restricted by what your stats let you do as well as by how many and how quickly you can aquire edges). There is no HP scaling which makes it easy on the GM to balance fights, a mook that is thrown against a starting character is just as good as a mook against a very experienced character for that reason. It's an easy to learn system which can indeed be adapted to anything. Going specifically over savage rifts. You lose the idea of it being a classless system, however classes are merely an addition to what was there already so you can still to some degree custimse how your class works. For example one of my favorite things to play in savage rifts is a melee mage. However here enters what is the problem with savage rifts. It is a system that in my view is meant specifically to be completely unbalanced and make players completely overpowered. Sure you enough you can put heavy restrictions to try and bring players more down to earth. But you look at things like the glitter boy which by default is already super powerful. Then you look at cyber knights which can be also ridiculously powerful or cyborgs. Even my melee mage can from level 1 deal average damage upwards of 40 which is to say, nothing is gonna survive a hit except maybe a wild card and even then they'll be hurting. Trying to restrict players into a more down to earth is possible if you in general say, only mars characters and even then restrict some of the mars options. But that is not what savage rifts is meant to be, it is meant to give players that much power and let them enjoy a bit of their power fantasy trope. I dunno anything that I'd specifically consider a good fantasy system. Certainly most fantasy systems seem to try and follow the RNG character creation and have this idea that character and NPCs should have around 50% chance to get things to work. Honestely I believe this is a wrong idea at it's core. If this was a good idea we don't need dice at all, we should just be fliping coins. As far as modern and sci-fi settings go there are a few that seem to break the mold. You got for a sci-fi the revised edition of stars without number. It's a bit OSR and quite simplistic but it at least allows players a higher degree of success which is good. You have Fate which allows for any kind of universe. Very simple rules but allows for a lot of creativity. You have the new upcoming wrath & glory if you are into warhammer 40k. I'm not sure on how much the system seems to be tailored to give player competency by not throwing him flip of the coin all the time, but we'll have to see about that. The system at least looks good outside that and even if you don't care about warhammer 40k, you can just strip those elements and use the system anyway. Then you have fallout pnp 2.0 which works well for the most part except for a few things. Ammo prices are too expensive, armor is way too inneficient and the abillity for armor and guns to break. Those would be the only problems but in general it is a very solid system and the small things can be easily homeruled. Last you have Call of Cthulhu. I'm personally not a fan of horror games. Sanity systems for me don't do anything at all. But if you grab that, strip the sanity and magic system, then put players into a setting where it's perfectly fine to walk around in armor and armed, I find this system works out pretty well, granted it can be very easy to get killed in it so investing into armor is very important.
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World of darkness, focuses more on roleplaying than rolling.
No love for Monster of the Week?
Cypher System. Some people have issues, but its fun. I've not played or run the generic version, but Numenera is wacky fun and I've wanted to try Unmasked for the Cypher Core. Super powered high school wackiness in the 80s. Several Apocalypse powered games. Star Wars d6 Over the Edge Unknown Armies Chill 1st edition, played more for pulp action/horror than real horror. Everway The Fantasy Trip There are others.
Thank you all very much, yeah Savage Worlds is brutal. For a SIMPLIFIED system the battle suggested to use for intro to combat took 12 minutes. 1 fighter vs 3 orcs(they won). the shaken system allows players of low lvls to take down big baddies but that also works in reverse it seems also(I may have gotten it wrong, but I was going step by step from the deluxe game book). I have also found a few systems refitted for D&D 5th ed that have addressed some issues(I am so not trying to reinvent the wheel). I will definitively be looking into everyone's suggestions. It may take me a while to get the campaign up and running with a system, but in the end I think it will be worth it for me and my players.
'Popular' games that aren't D&D that can easily handle different genres/settings: Savage Worlds isn't as flexible as the games below - it's action heroes in different historical contexts, but always over-the-top action heroes. GURPS: realistic simulation, very crunchy. FATE: narrative-focused, character-driven. Powered by the Apocalypse games: also narrative-focused and character driven, but this one is a little different. The base game (Apocalypse World) is a very specific genre, but the game is built to be hacked and people have published many interesting variants on an incredibly broad range of genres. If you know the base game, learning a variant is pretty straightforward.