innerdude
Legend
To me elegance is much of what has already been discussed (streamlined, providing multiple viable resolutions with the fewest options, being "predictable" in expected workings), but there's also a hard to quantify element in RPG "elegance" where the "thing" matches the expectations in play. Meaning, the rules describe the system as working a certain way, and I'll be darned if it doesn't actually PLAY that way.
For example: Umbran's of the opinion that most of the 3.x D&D heritage is pretty much the same---but I find Fantasy Craft FAR more "elegant" than anything else in the 3.x line, despite being slightly more complex than even Pathfinder. The reason for it is that each rules decision / point of access does what it sets out to do, which adds to the "Predictability" factor.
Elegance most definitely encompasses the idea that when you read what a mechanic does on the page, you're naturally able to intuit how it will work in play.
For example: Umbran's of the opinion that most of the 3.x D&D heritage is pretty much the same---but I find Fantasy Craft FAR more "elegant" than anything else in the 3.x line, despite being slightly more complex than even Pathfinder. The reason for it is that each rules decision / point of access does what it sets out to do, which adds to the "Predictability" factor.
Elegance most definitely encompasses the idea that when you read what a mechanic does on the page, you're naturally able to intuit how it will work in play.
Last edited: