FireLance
Legend
It's kind of like how we keep coming up with new cars even though the Model T Ford came out in 1907 or so.Arauthator said:All this rule mongering simply amazes me. I find it a bit weird that we are now in 2008 and still trying to come up with a rules system to make everybody happy from a game that was created in 1974.

I think a lot of this will depend on whether your players enjoy open-ended problems or problems with a definite solution. A game that mostly consists of open-ended problems does not require an extensive or complex rule-set, just players and a DM who are pretty much on the same page with respect to how the world works (or should work). A game that mostly consists of problems with definite solutions is better served with a more extensive and complex rule-set so that the players can put together a variety of rule elements to arrive at a solution. Of course, one of the strengths of table-top RPGs is that it can accomodate both, and ideally a game should consist of problems that have definite solutions, and be run by a DM who is willing to accept plausible, "out-of-the-box" alternatives.Most of you guys seriously need to play a few good games of Castles & Crusades. The whole reason Gary left DnD was the rules were getting way to complex. I myself don't have that problem because I never did rely on the rules that often. It's a game of players overcoming challenges with some dice. The rule books are just guides to get that accomplished. I as a DM ultimately have the last say, as the game was originally designed to entail. I remind my players of that, and they always agree to it, because nobody likes to play an RPG like a ding dang chess game, thinking about your next move for the next 10 minutes, or in the case of complex rules, finding it in the book. I limit what can be used at the game table to only things the player knows well. If they can't come up with something quickly to make combat move fast, I throw in role playing tactics to get that player away from the combat. They love it.