If you're going to die, better to die on the main quest. I avoid side quest distractions.
Adrius
A west marches style campaign in the 40k setting. My first thoughts for this would be either the players are rogue traders or they're a bunch of hive scum and have different gangs as factions.
The best lore is lore made at the table with the players. The rest is just gm inspiration.
I still play even if 2+ can't make it. It will depend on your group but my group of 6 has 2 very flaky players.
The problem only happens when a group feels they need to delay if someone can't make it. As a GM I have a set day/time and play without the missing players.
It's worse than that. The original announcements said a 75% increase but the math didn't add up. I'd just be aware that soon prices will likely increase.
The first system I played was the D&D Next playtest but the first rpg product I bought was the Shadowrun 5e corerulebook. I never actually played it and it seems too complicated for my tastes now but I still have the book.
Hard pass for me due to the author, he's a real jerk.
3:16 and Mothership as a Gm. Always eager to try whatever else people in my group want to run.
The Lost World by Arthur Conan Doyle. Some of the dialogue feels a bit dated but so far I'm enjoying it.
B/X is good. When characters have d6 hp and it's instant death at 0 the combat becomes way more serious and tense.