Dethklok
First Post
No, I'm merely pointing out that such complexity could be there to begin with. Can you fit multiclasses in a 30 page rpg? It isn't hard.Ah so you are introducing more complexity to meet a need... like I said would happen.
When did this happen? Maybe you should read the first post again.Indeed but in this example we were talking about a simple class based system.
I think so, yes. Probably there is more than one spectrum, though, since rules can also vary in plausibility and in the amount of options they give.Maybe there's a spectrum for the utility of simple rules here:
Covers all applications-------Leaves some app unaddressed-------Covers one simple outcome------Strictly limiting
Come to think of it, though, they can also vary in how thematic or fun they are - and how easy they are to implement or learn. I remember attributes like Palladium's, where the word "Physical" and "Mental" came first in almost all of them, lent themselves to confusion. And it would be extremely easy to come up with a simple rule that said damage for some weapon was equal to 2 to the power of 1d6-1; it's theoretically quite easy, but a real bummer for anyone who doesn't know that 2^5 = 32.
It's interesting that you talk about players having demands. I know rules are also often seen as "help for the GM."So we see that rules have varying amounts of quality. And players have certain demands. As long as your rules cover the players' demands, your system is in good shape. Note that a player demand might be, "I want to be subject to a black-and-white rule, not the GM's discretion."
Really I would say that a designer can't focus too much on demands, because these will often be unique. Rather, I think a good system inspires certain kinds of play, the way (Classic) Paranoia inspired zany Machiavellianism, Ars Magica inspired meticulous spell crafting, and Rifts tended to inspire powergaming. It's only general systems that need to be able to handle everyone's demands - and to do that, some games - I'm thinking especially of FUDGE, here - become so general that they become little more than a vague set of suggestions on how to design your own game!