I am wondering if there are good examples of assymetrical complexity in RPG design. That is to say, differing levels of complexity in rules management between different roles of participants. For example, Shadowdark GM rules complexity with, say, Pathfinder 2E character based rules complexity. Is it possible? Is it desirable?
I know we sometimes talk about complexity between classes or character types (the Champion Fighter versus the Wizard in 5E, or the Brick super versus the Matter Manipulator or Shapechanger in Champions). That isn't really what I am talking about, because everyone is still implementing the same rules, but some character types have more moving parts to manage.
Have you seen a game that explicitly creates asymmetry in rules complexity between different players or participants? What are some examples? Is it possible for the assymmetry to be a dial or switch, so folks with different preferences for complexity can be playing together?
I know we sometimes talk about complexity between classes or character types (the Champion Fighter versus the Wizard in 5E, or the Brick super versus the Matter Manipulator or Shapechanger in Champions). That isn't really what I am talking about, because everyone is still implementing the same rules, but some character types have more moving parts to manage.
Have you seen a game that explicitly creates asymmetry in rules complexity between different players or participants? What are some examples? Is it possible for the assymmetry to be a dial or switch, so folks with different preferences for complexity can be playing together?