Munin
First Post
I gotta go with the flexibility of a rules-lite system.
Generally, a rules heavy ruleset boggs down play without adding much to a game that basically is played in one's head anyway.
Rules should impose upon the story to the point where they resolve confict(not necessarily just combat) and flavor, but not beyond that.
Spycraft is a good example of this. Attacks of Opportunity don't really fit in too well with a high-action genre, so it got the axe.
If you want to try a system that is light on the rules, I highly recommend Savage Worlds.
Generally, a rules heavy ruleset boggs down play without adding much to a game that basically is played in one's head anyway.
Rules should impose upon the story to the point where they resolve confict(not necessarily just combat) and flavor, but not beyond that.
Spycraft is a good example of this. Attacks of Opportunity don't really fit in too well with a high-action genre, so it got the axe.
If you want to try a system that is light on the rules, I highly recommend Savage Worlds.