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<blockquote data-quote="delericho" data-source="post: 5844138" data-attributes="member: 22424"><p>Certainly. But where they go wrong is when the tie complexity to character level.</p><p></p><p>The thing is, a person learns the game <em>only once</em>, but they will (hopefully) play it many times. Chances are that once they've played a while, they won't want their next 1st level character to revert back to "Dwarf Fighter" - they'll want something a little more nuanced than that.</p><p></p><p>Likewise, most people will have a level of complexity that they're happy with, and will want to stay at that level. The last thing that we want is for a person to be quite happily playing a character in a campaign, only to find that he gains a level, the complexity goes up, and now he no longer enjoys that character!</p><p></p><p>A better solution is to have a simple baseline game, starting at a minimal level of complexity, and then rising to a plateau (as low as possible - but it's likely that there will have to be <em>some</em> increase when moving beyond low levels). Then, add modules (for <em>all</em> levels of play) that allow for greater customisation and greater complexity, for those who want them.</p><p></p><p>(Bear in mind that it is really easy to introduce a supplement/module that increases complexity; it is nigh-impossible to introduce one that reduces it. That advocates a very simple core, with modules for those who want them, rather than trying to do the opposite.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5844138, member: 22424"] Certainly. But where they go wrong is when the tie complexity to character level. The thing is, a person learns the game [i]only once[/i], but they will (hopefully) play it many times. Chances are that once they've played a while, they won't want their next 1st level character to revert back to "Dwarf Fighter" - they'll want something a little more nuanced than that. Likewise, most people will have a level of complexity that they're happy with, and will want to stay at that level. The last thing that we want is for a person to be quite happily playing a character in a campaign, only to find that he gains a level, the complexity goes up, and now he no longer enjoys that character! A better solution is to have a simple baseline game, starting at a minimal level of complexity, and then rising to a plateau (as low as possible - but it's likely that there will have to be [i]some[/i] increase when moving beyond low levels). Then, add modules (for [i]all[/i] levels of play) that allow for greater customisation and greater complexity, for those who want them. (Bear in mind that it is really easy to introduce a supplement/module that increases complexity; it is nigh-impossible to introduce one that reduces it. That advocates a very simple core, with modules for those who want them, rather than trying to do the opposite.) [/QUOTE]
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