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L&L: The Challenges of High Level Play
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<blockquote data-quote="Crazy Jerome" data-source="post: 5825305" data-attributes="member: 54877"><p>I've got no issue with a lower bound of complexity--something like low-level BECMI--as some people will enjoy it, and it does serve as a good base for game options. But as others have said, any increase should be gradual and top out well shy of very complex. Then if you want to layer <strong>optional</strong> complexity on top of that, that's fine too.</p><p> </p><p>The upper bound is a simple test: If you make a game more complex than Hero System or GURPS, you'd better darn well be delivering something special in the flavor, feel, etc. Because those games alreadly, consciously, trade increased complexity up front for almost steady complexity thereafter--including smoother play. That is, the learning curve is steep, but then once you get over it, the systems run easily.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5825305, member: 54877"] I've got no issue with a lower bound of complexity--something like low-level BECMI--as some people will enjoy it, and it does serve as a good base for game options. But as others have said, any increase should be gradual and top out well shy of very complex. Then if you want to layer [B]optional[/B] complexity on top of that, that's fine too. The upper bound is a simple test: If you make a game more complex than Hero System or GURPS, you'd better darn well be delivering something special in the flavor, feel, etc. Because those games alreadly, consciously, trade increased complexity up front for almost steady complexity thereafter--including smoother play. That is, the learning curve is steep, but then once you get over it, the systems run easily. [/QUOTE]
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L&L: The Challenges of High Level Play
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