Fair enough. I forgot the name of this ruleset, but there's a very simple D20-based game ruleset which is designed for beginners but IMHO is more fun even for everyone, as it focuses on creativity and storytelling! The rules are very simple:
(1) The players take turns. They describe what they want to do, and the DM narrates the outcome, incorporating a dice roll into the process if needed, because:
(2) Any significant action requires a dice roll, which cannot be re-attempted if failed.
(3) A roll of a 1 is a critical failure (a guaranteed failure even on an easy task such as cooking pancakes), and a critical failure during combat causes accidental self-injury. A roll of a 20 is a critical success, which always succeeds (e.g. a level 1 archer can destroy a level 18 Elder Dragon if they aim for the eye and roll a 20). Any roll between 2-19 is compared to the difficulty level of the attempted action. Difficult actions require a roll of around 16 to succeed; easier ones, perhaps around 12. The raw dice roll (if between 2-19) is supplemented by adding around +1 or +2 if the player has invested skill points into the relevant skill, and by also adding around +1 or +2 if the player is using high-quality specialized equipment for the task.
That's it! Of course you probably also want to incorporate standard gaming tropes such as levels, gold, HP, MP, weapons, armor, and such, but all of that is not meant to be set in stone within this system - e.g. if you want to try using a pair of sapplings and some rope as a giant improved slingshot weapon, that's meant to be allowed to work, in this system (albeit maybe with a -3 adder to dice checks, since the weapon's quality is probably total crap). It's about being nice to each other and encouraging each others' creative ideas, so the team + DM can tell a totally new and perhaps unexpected story together.
When I explain DND-like games to people, I usually tell them about this system, because it's very welcoming, and encourages people to try out new ideas and find creative solutions to big tasks. A campaign can be super open-ended; e.g. "Destroy Sauron's ring - by any means - open world". With these rules, all sorts of creative ideas (such as the classic idea of asking one of the giant eagles to fly over Mt. Doom and simply drop the ring into the open caldera of the volcano) can be attempted, and can succeed, if the players are plucky and resourceful!