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General Tabletop Discussion
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House ruling toward simplicity
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<blockquote data-quote="Mercurius" data-source="post: 7624468" data-attributes="member: 59082"><p>I don't think reducing options such as races and classes really simplifies the game: it just reduces options. The complexity of the game (relatively speaking) comes from all the little things you have to remember during game play, and the granularity to what degree the rules mimic everything that happens in the narrative environment. The easiest way to simplify is probably just to become more comfortable with hand-waving, and thus giving trust to the DM to adjudicate. </p><p></p><p>I've thought about this with regards to wanting to introduce my daughters (10 and a very young 14) to D&D. They love the Dungeon and Wrath of Ashardalon board games and I think would really love the more story-based approach of D&D, but neither are "nerdy" and the older one has some learning challenges and I think would get lost in all of the rules. So I'm thinking of how I can radically streamline the game so the focus is on the story itself and not the rules. Part of me thinks that a different game system would be better, yet on the other side I want to introduce them to the game I've loved for almost 40 years.</p><p></p><p>Anyhow, I think in my case the hand-waving is not a problem. I can gradually introduce more complex elements as they come up, even over a period of months. But in a non-familial group, I think the key is in hand-waving those aspects of the game that effect everyone. Encumbrance, for instance. But you have to leave the basics of each class and race relatively intact. Or if you're teaching a group of younger players, try a "roll-out" approach. Start with the basics, get them into the story, and decide in the moment which rules to follow and which to gloss over. You can always add them in later, to bring more granularity to the game experience.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7624468, member: 59082"] I don't think reducing options such as races and classes really simplifies the game: it just reduces options. The complexity of the game (relatively speaking) comes from all the little things you have to remember during game play, and the granularity to what degree the rules mimic everything that happens in the narrative environment. The easiest way to simplify is probably just to become more comfortable with hand-waving, and thus giving trust to the DM to adjudicate. I've thought about this with regards to wanting to introduce my daughters (10 and a very young 14) to D&D. They love the Dungeon and Wrath of Ashardalon board games and I think would really love the more story-based approach of D&D, but neither are "nerdy" and the older one has some learning challenges and I think would get lost in all of the rules. So I'm thinking of how I can radically streamline the game so the focus is on the story itself and not the rules. Part of me thinks that a different game system would be better, yet on the other side I want to introduce them to the game I've loved for almost 40 years. Anyhow, I think in my case the hand-waving is not a problem. I can gradually introduce more complex elements as they come up, even over a period of months. But in a non-familial group, I think the key is in hand-waving those aspects of the game that effect everyone. Encumbrance, for instance. But you have to leave the basics of each class and race relatively intact. Or if you're teaching a group of younger players, try a "roll-out" approach. Start with the basics, get them into the story, and decide in the moment which rules to follow and which to gloss over. You can always add them in later, to bring more granularity to the game experience. [/QUOTE]
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