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Genre is just a way for publishers to market their products to a specific market.
I mean sure, but it feels like - back when there were bookstores - it made it easier to, say, browse the new fantasy books, or toddler board books, or cook books, or fantasy series, when every single book in the store wasn't just alpha by author in one long list.
 

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Minimalism is pragmatic. Don’t make things more complicated than they need to be. You can hold all the rules of a minimalist game in your head and run it without stopping play to look up some obscure edge case.

I do agree about RPGs being games first though. If the gameplay isn’t fun or thematic, change it or drop it. If you don’t know what the game is about, you can’t designing around that theme. If you have bits of your game that don’t serve the theme, they should be cut. If you’re making a monster-fighting game, anything that’s not about fighting monsters is superfluous.
 

So, in other words, more complexity is good.

In some ways I agree with this, though I'm not sure minimalism itself is the faulty element. The fault lies more with oversimplification, and a desire to shoehorn too many systems that should be discrete into one unified mechanic; which can and have been done in games that are still nowhere near minimalist (hello, 5e).

I think some can't tell the difference between minimalism and oversimplification.
 

Minimalism is pragmatic. Don’t make things more complicated than they need to be. You can hold all the rules of a minimalist game in your head and run it without stopping play to look up some obscure edge case.

I do agree about RPGs being games first though. If the gameplay isn’t fun or thematic, change it or drop it. If you don’t know what the game is about, you can’t designing around that theme. If you have bits of your game that don’t serve the theme, they should be cut. If you’re making a monster-fighting game, anything that’s not about fighting monsters is superfluous.

It can be pragmatic, but only if you're not feeding back a particular mechanic into the rest. If you come up with some involved Flight rules but then don't actually give those rules to any content, then yeah, whatever Flight rules are in place should be minimized if not cut.

Whereas say, in a game where multiple kinds of characters, technically all types, could potentially end up interacting with the rules, from your Pegasus riding Paladins to your Aarakocras to your Dragon Riders and anything inbetween or beyond, then you need to ensure your Flight rules are actually robust enough to support them.

In a roundabout way, theres a general method to game design of designing rules based around what keeps coming up at the table. The reason something might keep coming up at the table is often just as driven by the content you put in the game (your Aarakocras and Dragon Riders) as it is by other factors, like having tactical combat or being a particular genre or whatever.

So knowing that, you can work backwards, designing the mechanic and then populating the game with things that build off of or otherwise integrate with the mechanic.

That was something I even did recently; I found it desirable to do Durability, and that lead to me designing a wholly new take on the Barbarian, that I wouldn't have been able to think of independently. I might have arrived at a Barbarian that revolves around breaking things constantly and ripping off the armor and body parts of their enemies to use as weapons, but its not likely I would have in turn thought to use Durability as an enabling mechanic; i might have instead came up with some bespoke parallel system complicating the class and not really adding to the rest of the game.

And this whole thing is the entire aim of what Ive been plugging away at for the past week in finally codifying all of my thoughts on Exploration into an actual system; so that I can then look at the Ranger and deliver one that'll nail not just the archtype itself but the promise of it in the greater meta sense.
 

It is rather fascinating. The fixation on minimalism really is everywhere, and despite how very much non-minimalist DND is, people will still assert that minimalism is the only acceptable answer to addressing its issues. If it isn't a magical one sentence fix that exponentially solves entire Pillars of Play its D.O.A.

I suspect its related to the fixation on speed at all cost you see in some gamers. And the moment you say that, they'll translate this into "You don't care about the game not dragging". When what it just says is that "everything has tradeoffs". And trading off absolutely everything else for simplicity and speed is not the clear win they seem to think.
 


Despite the above. I'll add this.
The thing about minimalist games is not I think there is anything wrong with them - I like fairly rules lite games, but I think the support they offer to run them can be lacking.
A lot have principles of play but some just seem like a list of motivational statements - be the dungeon you want to be - kind of thing.
Rulings not rules is great with a bit of supporting explanation but on its own it doesn't always help with HOW you should do that.
Electric Bastionland is an example of a fairly minimalist ruleset that has great support on how to use them to play the game.
It's moving some of the load from amount of mechanics to using a few mechanics with judgement to cover a variety of scenarios.
 
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I suspect its related to the fixation on speed at all cost you see in some gamers. And the moment you say that, they'll translate this into "You don't care about the game not dragging". When what it just says is that "everything has tradeoffs". And trading off absolutely everything else for simplicity and speed is not the clear win they seem to think.

Plus the way things in DND are, most of the slowdown comes from a lack of consistent procedures (Exploration Turns) and from combat being a drag.

You can fix both of those rather easily, without sacrificing anything at all.
 


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