And (unless I'm mistaken), stats you spent no time writing.
What do you mean no time writing? That was my character not a stock NPC. There's one other line he needs - why he's the mark. (Been using the bank's position to foreclose on people nefariously, needs to be stopped by the end of the week.)
Nor would you necessarily need to prepare such a stat block to play a game in which that character was used.
If he was used as a supporting character later I'd need an even smaller one.
3e is not a rules-lite system and does have extensive stat blocks. However, the amount of time that one could spend writing detailed stat blocks and the amount of time that one does are not the same thing.
On the other hand to fill out a 3e statblock takes a minimum amount of time. The other point about a statblock in 3e is
it is half pointers. You write something like a feat or spell's name, and then need to look up that feat or spell.
Nor is stat block generation the primary form of preparation. You could (if you wanted to) spend hours mapping out an intricate heist for your Leverage game.
Actually, as fixer, I couldn't. How they run the heist is up to the players. And there is absolutely no way to prepare for the flashback scenes to put the heist back on the rails.
Thirdly, 4e was a fairly drastic change in focus away from Simulationism, which is not clearly presented in 4e's first 3 books.
As I've said, I consider 4e a better simulation than 3e. Hit points as stun makes them no longer ridiculous in a simulationist sense, and people finally move properly and have a decent OODA loop so they think reasonably. What it isn't is a
world-sim.
Fourthly, a great number (not fraction) of 4e fans online purport themselves as fairly traumatized by 3e's imbalances or "brokenness". It seems to me that they reflexively resent or reject any attempt to modify 4e in order to preserve its finely-tuned engine.
[Citation needed] What 4e doesn't respond well to is
ill thought out tweaks because they stick out like a sore thumb.
I think this attitude became slightly contagious, especially in reaction to the edition wars. Modifying any of 4e's general principles was wrong, because doing so was a tacit admission that 4e might not be utterly perfect. (Aid and comfort to the enemy, so to speak.)
You mean no one's hacked healing surges, hacked the rests, hacked rituals, made up new powers, hacked inherent bonusses long before Dark Sun? The one thing people don't mess with is AEDU. In the last couple of weeks on RPG.net I've read something like "You can put all your 3.X houserules unmodified into 4e and the game will still be less broken than it would in 3.X".
See, Ratskinner, this is what I don't get. If you played a Sim game, why on Earth were you playing D&D in any incarnation? D&D is about as far from Sim as it gets. Gamist? Sure, no problem. Totally buy that. Virtually every element in the game is Gamist in nature.
This. Although the 3e DMG did put a
veneer of simulationism on D&D. Although even by 2001 people were asking "How many chickens in Greyhawk" based on the 'what you could buy' table pushed to its limits. That said, The Alexandrian (as mentioned above) was defending 3.X as sim in 2007 (at about the same time he kicked off the edition wars with his 'Disassociated mechanics', something that seems to have lasted unlike the other opening shot of 'The Tyrrany of Fun'.
I think this makes a certain degree of sense. If the rules are meant to be sim, and you can see a better sim by tweaking them, then you tweak. But if the rules are meant to deliver a certain play experience that will satisfy some non-sim urge, and you tweak them, maybe your tweak will block the production of that experience - a bit hard to know until you try! So you don't try.
Or you don't try unless you know what play experience you want to deliver. See Apocalypse World and its hacks Monsterhearts, Dungeon World, and Monster of the Week. All very different experiences.
That said, slowing down the recovery rate for extended rests is an utterly trivial tweak whose impact on the play experience looks completely transparent to me.
Me too - and I think it was one the game designers foresaw - which is why they called it an 'Extended Rest' not an 'Overnight Rest'. I think the default "Extended rest = overnight" was a throwback to keep players of wizards happy with their spell recovery.
Oh, I would have pegged Paranoia as very much not Gamist - it's Sim with a side order of Dramatism. Who plays Paranoia to 'win', unless you're defining 'win' as 'most entertaining death'?

It's absolutely not at all a game about facing & overcoming challenges-to-the-player. According to the design notes it's about 'fear'.
Um... which edition of Paranoia were you playing? Because the intended game style varies from edition to edition; Paranoia XP goes into this and to keep fans of all editions as happy as possible has three suggested playstyles, "Zap" (about the same aesthetic as Tom and Jerry), "Classic", and "Straight" (which it sounds as if the edition you have encouraged).
As for playing paranoia to win, I was always told the win condition was being able to walk into the debriefing room and say "I speak without fear of contradiction." At which point the GM would give everyone else one of the debriefing officers to play.