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How can we sleep while our game is burning? Or, how many problems?
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<blockquote data-quote="MNblockhead" data-source="post: 9218585" data-attributes="member: 6796661"><p>Yeah, same here. InSPECTREs, Dialect, Grin, Dread, etc. have always been one shots for me. Even Paranoia is a game I only run as a several session mini campaign at most. The best systems for long campaigns for me are medium crunch games like D&D or Warhammer Fantasy. Light enough that players can pick up what they need to during play and which I pick up with a moderate investiment of time into learning the rules. But they have enough complexity to customize and add to. </p><p></p><p>This conversation has made me realize that complexity really isn't about the volume of text in the rules but more about how streamlined they are and how easy there are to access and engage with. The core mechanics and play loop of D&D, for example, is quite straight forward. Generally, the sub-systems in my 5e game--whether RAW or home‑brew--are only needed for specific situations, are easy to pull up and easy to explain and run without a great deal of friction. Most importantly, it is really easy to explain to players what they need to do in a given situation. There are board games I've played with only a few pages of rules that take a lot longer for a group of players to figure out and start playing.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9218585, member: 6796661"] Yeah, same here. InSPECTREs, Dialect, Grin, Dread, etc. have always been one shots for me. Even Paranoia is a game I only run as a several session mini campaign at most. The best systems for long campaigns for me are medium crunch games like D&D or Warhammer Fantasy. Light enough that players can pick up what they need to during play and which I pick up with a moderate investiment of time into learning the rules. But they have enough complexity to customize and add to. This conversation has made me realize that complexity really isn't about the volume of text in the rules but more about how streamlined they are and how easy there are to access and engage with. The core mechanics and play loop of D&D, for example, is quite straight forward. Generally, the sub-systems in my 5e game--whether RAW or home‑brew--are only needed for specific situations, are easy to pull up and easy to explain and run without a great deal of friction. Most importantly, it is really easy to explain to players what they need to do in a given situation. There are board games I've played with only a few pages of rules that take a lot longer for a group of players to figure out and start playing. [/QUOTE]
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How can we sleep while our game is burning? Or, how many problems?
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