Aldarc
Legend
That's pretty typical for most of Sarah Newton's takes on Fate, including the upcoming Chronicles of the Future Earth.Yup. Mindjammer is extremely crunchy and complicated for being a FATE-system.
That's pretty typical for most of Sarah Newton's takes on Fate, including the upcoming Chronicles of the Future Earth.Yup. Mindjammer is extremely crunchy and complicated for being a FATE-system.
Indeed. It is on Sixth World now (hoping to find time AND players).Shadowrun is still in print, right?
Okay I hear you and agree with you on that first part. I guess we all have very different thresholds for that.The calculations isn't a problem, but amount of things you need to keep in RAM is.
But more importantly, I don't think that excessive crunch actually adds anything to the game, even from simulationist point of view -- I can't say that GURPS Martial Arts is particularly realistic, at least when it comes to MAs I'm familiar with: BJJ and Muay-Thai.
The calculations isn't a problem, but amount of things you need to keep in RAM is.
But more importantly, I don't think that excessive crunch actually adds anything to the game, even from simulationist point of view -- I can't say that GURPS Martial Arts is particularly realistic, at least when it comes to MAs I'm familiar with: BJJ and Muay-Thai.
I'd say that reducing mathiness is a sign of understanding the constraints of the medium.
Like, the only case where I would design a system with math heavier than comparing two numbers (and maaybe adding single-digits numbers together) is if I also make a solid automatization tools, like dedicated VTT or a companion app.
Do not mock RM; I used their systems (RM and SM) for many years.The irony? Rolemaster is fairly simple, but massively crunchy. The majority of complexity is the sheer number of tables and the many, many optional rules; the tables are easy to use, and all player rolls are percentiles, so from a player perspective, Rolemaster's dead simple. Full of picayune little details one needs to track (hits taken, hits delivered, crits taken, crits delivered, distance travelled, and about 10 other factors to find your XP gains...).
I'm not mocking it. It really is a simple core with a bad rep due to having a ton of tables, and more optional rules than tables. SM was, in fact, the third RPG I owned... I even implemented char gen in Appleworks on an Apple //e. (When I last checked, tho', the file was on a bad sector.) (RM was 3 systems later.)Do not mock RM; I used their systems (RM and SM) for many years.
The thing about RM is that you can use it in countless ways because of the many optional rules. It has a great deal going for it provided you are a GM who is willing to put some work in setting up a system that suits you.
What ever happened to crunchy games like Aftermath!, Bushido, Phoenix Command, Battlelords or Dangerous Journeys?
Everything now is D&D5, PbtA or Blades in the Dark. The closest thing I could find was Fragged Empire which considers itself "medium crunchy". I miss the old days when FGU and GDW put out some really interesting stuff. D&D4 was really crunchy and played well with my group.
Is there any call for crunchy anymore?
Torchbearer is less crunchy than Burning Wheel... it is built on simplified mechanics used first in Mouse Guard.Blades and Torchbearer are absolutely on the rules-heavy spectrum of games. If you’re looking for a ton of meat and structured, player-facing play, those are the two best games on the market by far (with 4e right behind them).
Torchbearer is less crunchy than Burning Wheel... it is built on simplified mechanics used first in Mouse Guard.
And it is far less complex and crunchy than Phoenix Command or Rhand. Or anything by TriTac.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.