Indeed, that's why the most common sort of post about dungeons and dragons is people talking about how they ignored the rules to do something fun, followed by arguments about rules that make no sense or are ambiguous to the point of being nonsensical. Because it does what they want.
What is thin about it? Why do we need the profession of warrior to be a labelled game mechanic element, instead of a result of the way someone designs their character?
Why should every instantiation of a character concept have the same set of features, differentiated only by specific deviations...
None. I'll decide what capabilities villains have while the heroes are battling them. My only rule for what goes in the world is 1 - what the players like and 2 - whatever I think would be cool.
bbbm be b
And maybe it doesn't. Wow, vacuous platitudes are both fun and easy, and since they communicate no information, no one can be offended by them! No wonder we prefer them to saying anything meaningful at all.
I recently got into XCOM a few months back, and my first comment on it to my friend was "this is a better roleplaying game than any roleplaying game".
It's hard to communicate with precision what I mean, but it's something like, the combination of clear systems that are immediately...